I can successfully say I found lots of ways to slowly send pixels to the screen on macOS. Of the slow ways, assigning an IOSurface to the contents of a CALayer is one of the faster ones, but still not as flexible as, or as fast as OpenGL.
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Replying to @wbond
You should talk to
@raphlinus. He’s currently working on what I assume is the same problem for https://github.com/google/xi-editor …. He has a nice >160FPS GL macOS text pane working with no jank and low latency.1 reply 0 retweets 0 likes -
Replying to @trishume @raphlinus
Have a working OpenGL implementation, just Apple has bugs in NSOpenGLView (such as renderer changes when using NSFullSizeContentViewWindowMask), so trying various other approaches to work around them. Core Animation just can't push pixels fast enough from CPU memory.
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I've also been uncovering various Chromium tickets covering a number of issues related to raw throughput and power user for various approaches to pushing pixels to the screen. NSOpenGLView is the best for low power usage, compared with stuff like CAOpenGLLayer, etc.
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I've also been finding crbug to be excellent reading. I haven't _directly_ compared NSOpenGLView with NSOpenGLLayer, but have found the power characteristics of the latter to be favorable. It's all very sensitive to details though.
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