If my assumption is correct, of course.įirst off, where did your timings come from? How did you calculate this delta and land on the 32mS number?Īs someone who spends an incredible amount of time dealing with audio and video work (on macs, primarily), I have to say that while you may have discovered an apparent ‘lag’ in the mouse motion, going as far as to say that it renders the system useless for “design and gaming” is pretty specious to say the least.Īround 7-10mS is the threshold for people identifying differences in audio. Note: if you have access to a display with a faster refresh rate than 60Hz, you will notice less mouse lag if you use that display. If this is true, selecting text (like the observation above) will result in the selection lagging after the mouse cursor. With active sprites, the GPU draws them on top of the displayed frame without having to manually draw them into the back buffer. Regarding Windows: I suspect Windows uses a different, ancient technique to draw the mouse cursor: sprites. All games and design apps use double buffering (or in some cases, triple buffering), otherwise incomplete frames would be shown. Your statement “Yes, Mac OS X is less suited for gaming and design.” is false. The mouse itself does not lag, but merely the graphical representation of it.Ģ. If the assumption is correct, this leads to the following conclusions:ġ. After the next vsync, the back buffer is drawn. A new frame is drawn onto the back buffer, with the new mouse position. You move the mouse just after this is done. Here’s what I think is happening in the worst case:ġ. I’m assuming Mac OS X uses double buffering for graphics. Observation: when I quickly select text using the mouse, there is no lag between the mouse cursor and the selection of text.
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