Tune center-column heights; note RawInput/DirectInput MKB + DX12 cost as future work
- Center stack heights set to Controllers 45% / Video 32% / Audio 23% (measured from the operator's preferred layout): Controllers has the most content, Audio the least. - Future work: MKB forwarding for Raw Input / DirectInput games (the message + polling-state path doesn't reach them -- e.g. Trails through Daybreak uses Raw Input), and reducing the D3D11On12 (DX12) per-frame capture overhead. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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README.md
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@@ -86,6 +86,16 @@ for what's left.
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readable image. Use WGC in the meantime.
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- **D3D9 hooked path.** Covered by WGC today; a dedicated `IDirect3DDevice9::Present`
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hook would be the lower-latency upgrade.
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- **Mouse + keyboard forwarding for Raw Input / DirectInput games.** The MKB
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subsystem forwards via window messages (`PostMessage`) plus synthesized
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`GetAsyncKeyState` / `GetKeyboardState` / `GetCursorPos`, which covers message-loop
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and polling games. Games that read keyboard/mouse via **Raw Input** (`WM_INPUT` /
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`GetRawInputData`, e.g. Trails through Daybreak) or **DirectInput**
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(`IDirectInputDevice8::GetDeviceState/GetDeviceData`) don't see it. Add hooks for
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those paths to synthesize the forwarded input there too.
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- **DX12 hooked-capture overhead.** The D3D11On12 bridge mirrors D3D12 games but is
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noticeably heavier than the native D3D11 path (see Lessons learned); reducing its
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per-frame cost (cache wrapped resources, lighter sync) is a follow-up.
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## Building
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