3 ms·
It would be interesting to have numbers under gamescope instead, Gnome doesn't care much about gamers & power users that mesure latencies.
by sheepdestroyer 2y ago
It would be interesting to have numbers under gamescope instead, Gnome doesn't care much about gamers & power users that mesure latencies.
- dijit 2y agoGames don’t depend on a compositor for anything, they draw direct to the framebuffer. Anything related to the compositor won’t affect the game, unless it’s in windowed mode, then there can be some strange interactions.
- talldayo 2y agoGames don't, but xWayland does.
- deleted 2y ago[deleted]
- dijit 2y agoI thought we were talking about gamers, xWayland doesn’t affect gamers at all either.
- mort96 2y agoWhat do you mean? Most games run on XWayland when you're in a Wayland session, wouldn't input latency caused by XWayland therefore affect gamers who use Wayland?
- dijit 2y agoGames don’t run via X11, they write direct to the framebuffer using a framework like Vulkan. In windowed mode they can be captured, then things get tricky, but in full screen they draw direct to the gpu, vulkan itself is completely headless.
- sheepdestroyer 2y agoI don't think that's true on modern platforms where the compositor (Mutter in the case of Gnome) is always responsible for presenting the frame. Gamescope's direct scanout bypasses this.
- dijit 2y agoI’ll look into it, but it used to be a choice in the game settings that bypassed the drawing display server entirely, and caused that full screen flicker you might recall when tabbing back to your desktop (and the switchover of rendering control, and subsequent huge performance loss of the running game). I wasn’t aware that this changed, but you could be right. Its definitely the same on Windows as it always was, which is the platform I most developed games for.
- zokier 2y ago> Its definitely the same on Windows as it always was, which is the platform I most developed games for. Not really. Most games use "borderless windowed" mode instead of fullscreen exclusive, and even FSE is not true exclusive mode anymore in most cases. https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/ https://devblogs.microsoft.com/directx/demystifying-full-scr... > When using Fullscreen Optimizations, your game believes that it is running in Fullscreen Exclusive, but behind the scenes, Windows has the game running in borderless windowed mode. When a game is run in borderless windowed mode, the game does not have full control of the display– that overarching control is given back to the Desktop Window Manager (DWM). see also https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi/for-best-performance--use-dxgi-flip-model https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi...
- ChocolateGod 2y agoI think Windows now also supports hardware overlays, so games running in fullscreen Windows can skip the compositor, which reduces the latency in no longer allowing games to directly write to the FB.
- sheepdestroyer 2y agoValve's gamescope addresses something that you don't seem to believe exist : https://github.com/ValveSoftware/gamescope https://github.com/ValveSoftware/gamescope
- dijit 2y agoThat will indeed help with Windowed mode