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by frankenst1 1717 days ago
Do you have any experience if this actually improves things on Windows (not ChromeOS)?

AFAIK DWM is the main culprit here (1-2 frames) and `desynchronized` does not circumvent it (but avoids at best 1 frame of canvas vs DOM synchronization).

1 comments

On Windows it's a modest improvement, as you saw. We would need to bypass DWM to do better, e.g. with a hardware overlay.
It's been a long time since I used Chrome on Windows — do you know if Chrome's fullscreen mode leverages exclusive fullscreen/fse/fullscreen optimizations[0]?

I'm pretty sure that's what most games use to bypass the forced DWM vsync. For example, when I used Dolphin on one of those cheap 60hz IPS LCD monitors with no internal scaler, I always preferred the lower latency + tearing in exclusive fullscreen compared to the laggy + smooth windowed mode. There was honestly such a stark difference between the two that I found the game to be unplayable in DWM's windowed vsync mode.

[0]: https://devblogs.microsoft.com/directx/demystifying-full-scr...

edit: to answer my own question, it looks like Chrome does not use exclusive fullscreen https://news.ycombinator.com/item?id=28784108