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@cgutman cgutman commented Jan 15, 2023

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.

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Issues Fixed or Closed

Type of Change

  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to not work as expected)
  • Dependency update (updates to dependencies)
  • Documentation update (changes to documentation)
  • Repository update (changes to repository files, e.g. .github/...)

Checklist

  • My code follows the style guidelines of this project
  • I have performed a self-review of my own code
  • I have commented my code, particularly in hard-to-understand areas
  • I have added or updated the in code docstring/documentation-blocks for new or existing methods/components

Branch Updates

LizardByte requires that branches be up-to-date before merging. This means that after any PR is merged, this branch
must be updated before it can be merged. You must also
Allow edits from maintainers.

  • I want maintainers to keep my branch updated

@ReenigneArcher ReenigneArcher merged commit 7f63838 into LizardByte:nightly Jan 17, 2023
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