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by arghwhat
733 days ago
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> While I wouldn't be surprised if this is technically true in a hardware sense, software-wise, Windows knows where the cursor is before it's finished rendering the rest of the screen The earlier you sample the cursor position and update the cursor plane, the more the position is out of date once the next scanout comes around, increasing the perceived input delay. The approach that leads to the smallest possible input latency is to sample the cursor position just before issuing the transaction that updates the cursor position and swaps in the new primary plane buffer (within Linux, this is called an atomic commit), whereas you maximize content consistency with still very good input latency by sampling just before the composition started. Note that "composition" does not involve rendering "content" as the user perceives it, but just placing and blending already rendered window content, possibly with a color transform applied as the pixels hit the screen. Unless Microsoft is doing something weird, this should be extremely fast. <1ms fast. |
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No, the cursor position is more up-to-date than the rest of the screen because it doesn't need to wait for a GPU pipeline to finish after it's moved.
> Unless Microsoft is doing something weird, this should be extremely fast. <1ms fast.
Look, I'm saying this is what's going on. (not to scale)
Frames are extremely fast to render, but they arrive the frame after they were originally scheduled, because GPU pipelines are asynchronous. However, the cursor position arrives immediately because the position of the hardware layer can be synchronously updated immediately before scanout. The effect is that updates to the cursor position are (essentially) displayed 1 frame sooner than updates to the rest of the screen. If you actually try any of the tests I mentioned in my original comment you'll see this for yourself.