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. No, you can’t do anything about it other than switch to Windows or Linux.ģ2ms… that sounds like the time taken to display two screen frames at 60 Hz.Lag gives “floating” feeling which is often confused with acceleration.
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