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Strangely, I actually have an idea about that! Regular cinema is 24 fps, and to make that work on NTSC's 59.94 fields per second the video is run at 23.976, which with some tricks with the interlacing means that you can play it back on a 59.94 or 29.97 frames per second monitor.
I think that your monitors are clever, and are seeing the 24 fps full screen video as if its non-interlaced video that needs to be matched with the 60 fps monitor. To do that it's going into 1080i so that the same trick will work.
If I'm right you have a couple of choices, depending on whether the monitors support PAL or not. If you change the frame rate to 25 fps, and that's close enough to what you want visually, the monitor may well run at 1080p/50. If you changed it to 30 fps, the monitor would run at 1080p/60, but the animation may run too fast.
I just made all of that up without testing, so I'm curious if it works out ok.
One nice new feature in Animate CC 2018 is the ability to have all your animation readjusted when you change the frame rate. Under the fps setting in Properties is a new option, Scale Frame Spans. If you check that and then change the frame rate from 24 fps to 30 fps, all of the animation will be adjusted to make it play back at the same speed it was at 24 fps, and it should stay in 1080p/60.
Thanks for the response.
I tried lowering the frame rate but that didn't work. I should note that the application was initially running at 60 fps. A silly solution I did find however is when I put a 1 frame timer delay before the full screen command is executed at the launch of the application the resolution will consistently remain at 1080p (as far as the eye can tell).
I am not really sure why this works. Plain logic would suggest that something is getting conflicting arguments when launching the application with a forced full screen mode command being executed at the same time, so giving it that moment to pause sorts everything out. However I can't explain the technical reasoning behind it at this time.