4 ms·
5hoom is correct - the problem is the technique. Simply put, if you don't want any input lag, you have to IMMEDIATELY render to the screen, which by definition
by blackhole 15y ago
5hoom is correct - the problem is the technique. Simply put, if you don't want any input lag, you have to IMMEDIATELY render to the screen, which by definition will cause tearing. The windows DWM does not have this problem, but judging from a large number of presentation API functions I toyed around with in the DirectX9 Ex, they are probably using a very low level flipping technique available to the operating system to eliminate the input lag. I have not been able to find anything concerning how they manage this and if I could utilize it for a fullscreen game, nor have I investigated whether openGL implements a working triple buffer system (mostly since I can't use it... yet). The real question here isn't whether it affects Linux, its a question of whether Linux provides an alternative technique (presumably via openGL) that can be utilized by a game developer.
- caf 15y agoThe parent is asking what those alternative techniques would ideally look like, from a game developer's point of view.