3 ms·
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` doe
by frankenst1 5y 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).
- wffurr 5y agoOn Windows it's a modest improvement, as you saw. We would need to bypass DWM to do better, e.g. with a hardware overlay.
- jd3 5y agoIt'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-screen-optimizations/ 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 https://news.ycombinator.com/item?id=28784108