ManipulationDelta is negatively affected when simultaneously doing SurfaceImageSource rendering in a XAML metro app
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Saturday, May 19, 2012 10:19 AM
I have a XAML metro app where
1. I have a SurfaceImageSource that is being updated via a CompositionTargetRendering via the RenderAll() method. ~60fps is achieved
2. I am simultaneously tracking the pointer movement and getting the ManipulationDelta of the main windows canvas.
So basically I have 2 major UI pieces updating simultaneously (the Dx surface & the Sensor information(returning ManipulationDelta information))
Problem : It seems that the manipulation delta information is being negatively impacted by the excessive SurfaceImageSourceTarget.RenderAll() calls.
I find that I need to limit the framerate of the RenderAll calls to compensate for the negative impact.
Basically I am forced to move to a 30fps in my DxSurface if I want to capture reliable ManipulationDelta information..
Is anyone else experiencing this issue ?
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All Replies
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Sunday, May 20, 2012 1:28 AM
For those interested I posted my sample code and a blog post (with videos) showing and explaining the issues I was having with ManipulationDelta + Direct2D Rendering..
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Monday, May 21, 2012 9:43 AMModerator
Hello,
Thanks for your feedback, I will involve more experts to investigate it.
Best regards,
Jesse
Jesse Jiang [MSFT]
MSDN Community Support | Feedback to us
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Monday, June 04, 2012 10:11 PM
It sounds like you're encountering a known issue where doing a certain amount of work every frame in the CompositionTarget.Rendering callback can affect input frequency. Hopefully this should be addressed in the next release.- Proposed As Answer by Jesse BishopMicrosoft Employee Thursday, June 07, 2012 4:24 PM


