4 ms·
The real problem is levels of abstraction that let you do anything, but not necessarily quickly. Compared to the old games, where you could do only one thing,
by smackfu 15y ago
The real problem is levels of abstraction that let you do anything, but not necessarily quickly.
Compared to the old games, where you could do only one thing, but you could do it fast.
- onemoreact 15y agoAbstraction is not what causes modern operating system to buffer user input. You can often have the same image drawn to 7-10 buffers a user can see it. And honestly most of the time there is plenty of time for this so it's not a big deal, what you don't have time for is doing the full path for each tiny input. Let's suppose you want to drag a window. The secret is you don't need to use the same window location for every stage of the process as long as you find an acceptable middle ground so that not rendering part of a dragged window does not look that bad. Now you need to do this for menu options etc etc. PS: Games often do this trading a little less accuracy in a single frame to enable low latency responses.