By the way, I found this nice trick which you might be interested in knowing. I had problems when I first played with XNA because I couldn't find anywhere a list of available display modes to itterate through. All I wanted to do was to set my fullscreen application to the highest or current available resolution.
Well I finally found out a few months ago that ONLY when the GraphicsDevice has been initialized by the GraphicsDeviceManager, you can go grab it's DisplayMode property which stores that exact resolution, or the system's current display mode.
Constructor:public MyGame()
{
this.graphics = new GraphicsDeviceManager(this);
this.graphics.PreferMultiSampling = true;
this.content = new ContentManager(Services);
}
Initialize: protected override void Initialize()
{
DisplayMode displayMode = this.graphics.GraphicsDevice.DisplayMode;
this.graphics.PreferredBackBufferWidth = displayMode.Width;
this.graphics.PreferredBackBufferHeight = displayMode.Height;
this.graphics.IsFullScreen = true;
this.graphics.ApplyChanges();
base.Initialize();
}