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Reducing mouse+display lag investigations (mainly for Dear ImGui apps) #415
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...probably not an option but: |
...another information tidbit: https://docs.microsoft.com/en-us/windows/uwp/gaming/reduce-latency-with-dxgi-1-3-swap-chains |
I'm struggling with the same issue with linux/opengl, i did this quick experiment to reduce the lag. This adds some padding time before the frame based on the time wasted on the previous frame. The idea is to keep the en of the logic close to the actual swap of the buffer.
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Btw one (embarassingly simple) latency improvement on Windows with D3D/DXGI was this recent fix: Line 5831 in a180313
For some reason DXGI has 3 frames of latency by default, which is good for video playback, but bad for interactive applications. Dragged items still don't stick to the mouse cursor, but it's at least much better than before. |
Sort of a reminder ticket. See here:
floooh/cimgui-sokol-starterkit#2
And this also overlaps with the "only render on input" mode for sokol_app.h (because at least on Windows switching off vsync and rendering from within WM_MOUSEMOVE already makes a dramatic difference).
Also see:
#341
#301
#292
#248
...these are all more or less related. An idea would be to add a couple different "update modes" to sokol_app.h which would tune the swapchain setup and the place where the frame callback is called for different scenarios. Alternatively instead of modes, add a number of sapp_desc options to tweak unique things instead of grouping them into "modes".
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