On Wed, 2017-04-05 at 11:57 +0200, Bastien Nocera wrote: > On Wed, 2017-04-05 at 10:42 +0100, Steven Newbury wrote: > > > > <snip> > > There's a reason the mouse support from the X DGA Extension out- > > survived the "direct framebuffer access". The latency through the > > wire > > whether X or Wayland for mouse input it just too high for mouse > > controlled high framerate 3D games. inputfd *will* be wanted for > > mice, > > and unlike keyboard there isn't the issue of state. > > SDL2 doesn't use the DGA extension, which makes me think that it's > not > as much of a problem as when running Doom in X in the 90's. > AFAIK SDL2 uses the Xinput2 extension for pointer/relative mouse devices nowadays, which with current Xorg is on its own input thread which helps a lot. That said, gamers do claim better latency from Windows DirectX than Xorg.
> That being said, I see no reason why the compositor couldn't consider > the mouse to be a "gaming device" when a number of conditions are > met, > such as the application being fullscreen, and the mouse having been > grabbed. > > The compositor could then yank this device out of the application's > reach when unfullscreened, or the grab broken. Again, this is the > compositor's choice. And I'm certain that we'd extend most > compositors > that way if game developers requested the functionality. Probably benchmarking the difference would suggest whether it's worthwhile or not.
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