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Citra input delay
Citra input delay








citra input delay
  1. #Citra input delay software#
  2. #Citra input delay professional#
  3. #Citra input delay windows#

If you’re experiencing input lag in the games you play, there are a variety of things you can do to determine the issue. More often, the delay occurs because a game engine is processing commands faster than your monitor can display their results. It’s rare for hardware keyboards and controllers to malfunction, but it can’t be ruled out. If a display’s input lag exceeds 70 milliseconds, some tech reviewers will classify its performance as poor. Beyond 50 milliseconds, the delay becomes more noticeable.

citra input delay

Casual gamers and enthusiasts are usually comfortable with latency under 40 milliseconds.

#Citra input delay professional#

Professional competitive gamers try to keep input lag under 15 milliseconds. Note that this is different from network lag and other connectivity issues gamers often face online.

#Citra input delay software#

Input lag is connected to your specific hardware and software configuration, so it can happen in offline, single-player environments as well as multiplayer ones. Each of these steps takes a certain number of milliseconds to complete.

citra input delay

When you push a button, your input device sends a signal to your PC, which then processes it and sends the result to your display. X11 side is kinda lacking.įor X11 applications to be touch aware, the application must bypass a good chunk of X and handle input until it needs to register a mouse to the window itself.Every digital device in your setup adds a certain amount of latency when processing data. I learn most of these issues from random wayland vs x11 flamewars. You might think it is a simple feature but the good solution requires a lot of infrastructure work. Tl dr I hope I am correct because I am not a dev in these areas. Valve can do something like push for input latency tooling like how they push for gamescope to solve compositor specific problems. I would not be surprise these problems will end up being fixed after steam deck 2 is released. Ideally, you poll input as close to the drawing near the vblank as possible. In wayland, each frame and event are timestamped such that you can hook up tools and measure them. Zoom added pipewire screen sharing less than a year ago. The Steam deck position itself when the whole ecosystem barely became stable and usable. Wayland transition is a pre-requisite to resolve these random delays on the Linux display stack. I tried building WINE and I failed so many times. I probably will not test wine wayland for awhile because I want to wait until it becomes packaged into wine-staging. Wayland solves the problem by not specifying any particular input and allowing other projects like libinput to process input events. Steam client is processing touch events but the X server screws it up when you register it to a window.įor X11 applications to be touch aware, the application must bypass a good chunk of X handling and handle input itself before it needs to register a mouse to the window itself. As a side effect, steam controller does not register in `sudo libinput debug-events`. Steam grabs raw input from /dev/input/* and translate buttons etc. X11 has been the defacto display stack on Linux for 20 years and the original assumptions do not apply anymore. X11 is a display stack and events must emulate pointer events.

#Citra input delay windows#

Should also mention okami HD does NOT have touch support on PC, however I don’t see why it fails if it works fine with a mouse.ĭoes this resolve the drag delay on the touch screen?īitwolf の投稿を引用:So what, atm windows touch only works on an actual windows install? I know that the deck is using xwayland for wine, but I didn’t think it would effect touch. Not sure why retroarch failed unless they don’t support wayland, and in that case why lie about touch support?Ĭan you confirm native windows touch apps work fine with wine wayland? what, atm windows touch only works on an actual windows install? I know that the deck is using xwayland for wine, but I didn’t think it would effect touch. Wine wayland is essentially WINE without the Xwayland middle layer.

citra input delay

These issues will be fixed, but it will take years because these changes are low Okami HD, you can speed up native touch support by testing wine wayland. The wayland political situation is settling because that particular corporation caved under peer pressure and their followers are refuted. Just give us some options in steam input, ill even settle for just a toggle to disable mouse mode. It also fails to work right with Okami HD, but that's probably not something Valve can fix. But enabling touch in the retroarch menus still causes it to act as a mouse, even after restart. Bitwolf の投稿を引用:Another thing is that the deck seems to be bad at recognizing native touch support, steam claims it works with native sdl/windows touch.










Citra input delay