well there are some problems with fullscreen.
one problem results outof the redundant way to store if a renderer is fullscreen or not. the renderer stores if you switched to fullscreen by hand (ALT-ENTER) and then there is also the pin. on loading sometimes the renderer gets confused.
and then there is the problem that the renderer goes fullscreen on a wrong monitor.
several of these problems will be solved in the next release. also the Device (Manual/Auto) nodes should interact better with the renderer than before.
With a manual device you can select the monitor/adapter on which the device runs. When you select this device in your renderer (pin Device) this renderer runs on the selected adapter and ghoes fullscreen on this adapter independent from the window position. could be useful sometimes.
however wait for the next release to test that stuff. it is still buggy.