From owner-freebsd-current@freebsd.org Mon Jan 22 08:26:19 2018 Return-Path: Delivered-To: freebsd-current@mailman.ysv.freebsd.org Received: from mx1.freebsd.org (mx1.freebsd.org [IPv6:2001:1900:2254:206a::19:1]) by mailman.ysv.freebsd.org (Postfix) with ESMTP id 7899BED5D42 for ; Mon, 22 Jan 2018 08:26:19 +0000 (UTC) (envelope-from hps@selasky.org) Received: from mail.turbocat.net (turbocat.net [IPv6:2a01:4f8:c17:6c4b::2]) (using TLSv1.2 with cipher ECDHE-RSA-AES256-GCM-SHA384 (256/256 bits)) (Client did not present a certificate) by mx1.freebsd.org (Postfix) with ESMTPS id 40B4971565; Mon, 22 Jan 2018 08:26:19 +0000 (UTC) (envelope-from hps@selasky.org) Received: from hps2016.home.selasky.org (unknown [62.141.128.70]) (using TLSv1.2 with cipher ECDHE-RSA-AES128-GCM-SHA256 (128/128 bits)) (No client certificate requested) by mail.turbocat.net (Postfix) with ESMTPSA id EB6E626012B; Mon, 22 Jan 2018 09:26:16 +0100 (CET) Subject: Re: Periodical interrupt storm when playing game with USB keyboard To: Johannes Lundberg , Ian Lepore Cc: freebsd-current References: <64218617-98d2-0e6e-5872-e44106e61bf7@selasky.org> <1516569725.42536.99.camel@freebsd.org> From: Hans Petter Selasky Message-ID: <0aceb3ff-4938-1b29-d493-d83ce82cc853@selasky.org> Date: Mon, 22 Jan 2018 09:23:25 +0100 User-Agent: Mozilla/5.0 (X11; FreeBSD amd64; rv:52.0) Gecko/20100101 Thunderbird/52.5.2 MIME-Version: 1.0 In-Reply-To: Content-Type: text/plain; charset=utf-8; format=flowed Content-Language: en-US Content-Transfer-Encoding: 7bit X-BeenThere: freebsd-current@freebsd.org X-Mailman-Version: 2.1.25 Precedence: list List-Id: Discussions about the use of FreeBSD-current List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , X-List-Received-Date: Mon, 22 Jan 2018 08:26:19 -0000 On 01/21/18 23:57, Johannes Lundberg wrote: > Thanks for the further explanation. > I curious as to where the problem might be though.. It is the game's > binary-only Linux executable (Unreal Engine 2.5), Linux SDL 1.2, or on the > FreeBSD side? Haven't experienced anything similar with Quake3... > Switching to periodic timer feels like overkill but it does the job as a > work around. Hi, It might be simply this, that the wrong clock-type is used when setting up absolute timeouts. --HPS