This kind of thing needs to be integrated with the game, literally impossible when we have no idea how input is being handled.
The only reason this works in VR is because your VR runtime of choice is actually aware of how the headset is being moved around and real-world head movement generally maps directly to in-game movement as well.
Nothing extracted yet.
Hey, DXVK Team/Dev.-
I was wondering if it would be possible for DXVK to support a feature like Asynchronous Reprojection, which could be toggled via dxvk.conf. For example:
dxgi.useAsynchronousReprojection = trueThere’s a demo project out there showing this kind of feature being used in a non-VR game, and it’s super impressive. From what I understand (very roughly), it decouples the input from the framerate, so your mouse and keyboard run at your monitor’s refresh rate, even if the game is rendering at a lower FPS. It gives a much more responsive, 1:1 feeling when it comes to input-lag, noticeable even in CPU bound and GPU bound scenarios.
I’m sure there’s a lot more technicality on how it works, but this is just my basic understanding. It really feels like a game-changer for input lag and responsiveness, and I’m surprised nobody is really talking about it more.
It would be awesome to see something like this in DXVK if it’s even remotely doable!
Thanks!
Edit: That being said, I’ve been using DXVK for a long time and still use it all the time. I’m genuinely thankful for the work you’ve done, DXVK is honestly a game-changer when it comes to performance in so many titles (even on Windows), and I absolutely love it.
Thank you for all the work you’ve put into it :)