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Old 20 October 2016, 10:33   #1
Dr.Venom
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Join Date: Jul 2008
Location: Netherlands
Posts: 278
Optimizing DirectX apps for low latency input and longer battery life

I came across the following blog; It focuses upon the subject of low latency input by setting up a separate thread for input processing:

https://blogs.windows.com/buildingap...-battery-life/

Especially scenario 4 got my attention as it possibly seemed applicable to WinUAE:

4. Render 60 frames per second and achieve the lowest possible input latency. Similar to scenario 3, the app is constantly updating the screen so power efficiency will be the same. The difference is that the app responds to input on a separate thread so that input processing isnít blocked by presenting graphics to the display. Online multiplayer games or rhythm timing games might fall into this category as well as fighting games like Street Fighter because they support move inputs within extremely tight event windows.

Could WinUAE possibly benefit from having input processing on a separate thread?

There's also a specific code example that seems related to this on the Microsoft Github: https://github.com/Microsoft/Windows...owLatencyInput


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With regards to the blog, almost the same article is on MSDN, but more recently updated:

Optimize input latency for Universal Windows Platform (UWP) DirectX games: https://msdn.microsoft.com/pt-pt/win...coredispatcher

Which also mentions "Reduce latency with DXGI 1.3 swap chains": https://msdn.microsoft.com/windows/u...-3-swap-chains

These seem to be for D3D 11 so not sure how helpful it would be for WinUAE currently.
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