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Windows 11 - 23H1 (Moment 3) - Feature Update - Out Soon!

GoodBytes
1 hour ago, My_Computer_Is_Trash said:

Apple likes widgets. But what Microsoft is not desktop widgets. https://www.macrumors.com/2023/06/05/apple-announces-macos-sonoma-with-desktop-widgets-and-more/

Leaks, a while back, suggests that Microsoft is working on it.
However, their current focus is on its API to have third-party support.

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2 hours ago, Isuck Assimov said:

i just want the Windows 11 RGB Lighting Control 😭

Yeah kinda excited about this one too. 

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On 6/23/2023 at 2:48 PM, TetraSky said:

Nothing too big, unless you like widgets.

Oh joy, this will surely break some of my code that tries to un-microsoft Widgets.

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Will this update improve the basic stability of the OS? If it does then maybe I'll consider trying it again. Otherwise I'll happily stick with Windows 10 and not have to deal with a wide variety of random issues. 

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4 hours ago, BondiBlue said:

Will this update improve the basic stability of the OS? If it does then maybe I'll consider trying it again. Otherwise I'll happily stick with Windows 10 and not have to deal with a wide variety of random issues. 

There's been a lot of improvements this year

 

"Reduced game stutter with high report rate mice

 

We know gamers hate stutter, and we’re fixing issues throughout Windows so that an untimely frame-freeze won’t take gamers out of their immersive experiences.  Gamers love to push their systems to the limit in search of the best experiences in-game.  Many also use sensitive, high DPI, high report rate mice to shave milliseconds off their response times and increase precision.  At the same time, the world of gaming is more connected than ever with gamers relying on an increasing number of background apps while playing, like voice chat, streaming, apps for configuring your keyboard, mouse, or graphics card, and more.  The Windows input stack was being pushed to its limits with high report rate mice and their input being delivered to not just the game, but also multiple background processes.  In turn, that caused a significant amount of time processing input rather than providing as many cycles as possible for rendering the game experience.

 

We set out to reduce the amount of processing time it took to handle input requests by throttling and coalescing background raw mouse listeners and capping their message rate.  Prior to these changes, we observed on a Surface Laptop Studio with a 1000 Hz mouse, a test bed of background listeners, and popular games that there was significant stutter.  After the improvements, on the same setup, we now deliver a smooth, uninterrupted gaming experience and preserve the low latency, high precision input experience in games while being efficient with input for background listeners!"

 

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