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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:
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:
namespaceMicrosoft.Graphics.Canvas;publicsealedclassCanvasAnimatedControl{/// <summary>/// Determines the sync interval used by CanvasAnimatedControl. Defaults to 1. This parameter behaves exactly as the CanvasSwapChain.Present parameter. /// See https://microsoft.github.io/Win2D/WinUI2/html/M_Microsoft_Graphics_Canvas_CanvasSwapChain_Present_1.htm for more context./// </summary> publicintSyncInterval{get;set;}=1;}
The text was updated successfully, but these errors were encountered:
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:
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:
The text was updated successfully, but these errors were encountered: