Comments (4)
For the most part, I think I'm doing the best I can with what Godot gives me. For each frame, input events are processed, and then the ImGui frame is rendered and displayed, there's no additional latency there.
That lag looks much worse than anything I can reproduce at 60fps on Windows, but I'll check it out on macOS later. There is one thing I can do to slightly improve hardware cursor tracking.
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If you create a new project without imgui-godot and add an embedded subwindow (the Window node), you should notice that it lags behind the cursor in a very similar way at 60fps. So I think this is just an issue with how Godot's macOS rendering works, which is beyond my expertise.
My idea for directly sampling the cursor position didn't make a noticeable difference. I'll probably implement it anyway, because it is at least theoretically better.
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v3.5.9 implements the change I mentioned, which in my testing can tighten up the mouse position by a pixel or two, but it's not really a noticeable improvement. I don't think there's anything more I can do.
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The issue definitely seems to be on Godot's side. Thanks for looking into it
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