Yes, but the issue is that that produces a fullscreen by stretching each pixel of your (for example) 640x480 resolution to whatever your screen resolution is set to, and that doesn't always produce nice results.
Using my laptop display as an example, horizontally 640->1280 means every pixel doubles in width - that's nice and easy and produces a nice-ish result.
Vertically 480->800 means that every pixel is multiplied in size by 1.666~ - that's not so nice as you can't have a fraction of a pixel. The first line is liable to be 2 pixels, the second line could be 1 pixel, and the third will be 2 pixels, then repeating for the rest of the display.
That produces a less-than-optimal display.
The workaround to this is to do as you suggest, but to also set the display resolution to match the desktop resolution, and that also means that you need to code your application to take that into account.
So you either have to put extra work into making your app resolution agnostic, or put up with the slightly lower quality.