4 ms·
Running an input thread side-by-side only partially solves the problem by simply increasing the chances that a key hit will be detected before the render is com
by blackhole 15y ago
Running an input thread side-by-side only partially solves the problem by simply increasing the chances that a key hit will be detected before the render is completed. Unfortunately, most input detection, by necessity, is done near the start of the render loop. Consequently, the vast majority of the render time will still be spent with most of the inputs locked in, resulting in little to no reduction in input lag. I should also note that windows really, really hates it when you try to do this.