Replace frame capture busy loop with waitable timer #778
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Description
This PR replaces the busy loop we were previously using to time frames on Windows with an implementation based on waitable timers, which can provide sub-millisecond wait precision (unlike regular
Sleep()
).The previous busy loop would increase CPU usage on the capture thread proportional to the difference between the actual capture frame rate and the Moonlight client's selected frame rate. It could end up consuming a significant amount of CPU time which could impact system responsiveness and game performance, especially in CPU-bound scenarios (since the capture thread runs at a high priority). Ironically, attempts by users to reduce load on the system by streaming at a lower frame rate would have actually made the performance problem worse.
Screenshot
Issues Fixed or Closed
Type of Change
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