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Option to allow CanvasAnimatedControl to skip waiting for V-Sync #968

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marcelwgn opened this issue Nov 11, 2024 · 0 comments
Open

Option to allow CanvasAnimatedControl to skip waiting for V-Sync #968

marcelwgn opened this issue Nov 11, 2024 · 0 comments

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@marcelwgn
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marcelwgn commented Nov 11, 2024

When running in time critical rendering situations such as drag and drop, waiting for v-sync can result in stuttering/lagging behind. Unfortunately, with waiting for v-sync being the default for CanvasAnimatedControl, this makes these scenarios almost impossible to implement with a satisfying user experience.

Below a comparison between calling Present with a parameter larger than 1 and calling it with 0 being passed:

Video of mouse moving and visual lagging behind
Video of mouse moving and visual not lagging behind

Because of that, I would like to propose an option on CanvasAnimatedControl such that we can disable vsync and are able to use it in scenarios such as drag and drop. I would be more than happy to (help) implement this if this proposal gets approved.

Proposed API:

namespace Microsoft.Graphics.Canvas;

public sealed class CanvasAnimatedControl
{
  /// <summary>
  /// Determines the sync interval used by CanvasAnimatedControl. Defaults to 1. 
  /// See https://microsoft.github.io/Win2D/WinUI2/html/M_Microsoft_Graphics_Canvas_CanvasSwapChain_Present_1.htm for more context.
  /// </summary>  
  public int SyncInterval { get; set; } = 1;
}
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