Silk.NET
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High CPU Usage when checking Joysticks and Gamepads
Summary
I've set up a bare-bones project using Silk.NET that uses OpenGL to render a texture to the screen.
I then ran a profiler and found it's checking for JoystickPresent and GetGamepadState every single frame.
I don't use a Joystick or Gamepad, can I disable these checks?
Steps to reproduce
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Platform: Desktop
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Framework Version: .NET 7
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API: OpenGL
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API Version: OpenGL 3.3
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Create a window
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Call
window.Run()