4 ms·
Games don't, but xWayland does.
by talldayo 2y ago
Games 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.
- ack_complete 2y agoThe DWM can do this even for windowed applications if they use flip model -- it will dynamically transition individual windows between compositing and independent flip (overlay).
- BearOso 2y agoMost compositors can do direct scanout when they detect a full screen surface. (This is broken right now with Gnome on X11 because of the way window frames are drawn: https://gitlab.gnome.org/GNOME/mutter/-/issues/2794 https://gitlab.gnome.org/GNOME/mutter/-/issues/2794 ) If the game uses the platform cursor then that will reflect the additional latency, but the actual input signals won't be delayed.
- hackernudes 2y ago
- gf000 2y agohttps://wayland.app/protocols/fullscreen-shell-unstable-v1 https://wayland.app/protocols/fullscreen-shell-unstable-v1