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https://github.com/Zelda64Recomp/Zelda64Recomp
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Reduced input latency and improved gyro by moving input polling to main game thread and moving frame wait to after DL submission, fixed bluetooth dualsense gyro
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@@ -316,6 +316,7 @@ void gfx_thread_func(uint8_t* rdram, std::atomic_flag* thread_ready, ultramodern
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RT64EnableInstantPresent(application);
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enabled_instant_present = true;
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}
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ultramodern::measure_input_latency();
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// Tell the game that the RSP completed instantly. This will allow it to queue other task types, but it won't
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// start another graphics task until the RDP is also complete. Games usually preserve the RSP inputs until the RDP
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// is finished as well, so sending this early shouldn't be an issue in most cases.
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