Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Shared mode usually has a fixed period of 10ms, but Windows 10 supports shorter periods, which allows smaller buffers and lower latency. A shorter period (and buffer) can be requested by setting buffer to 0 and period to the length wanted. If the requested period is lower than the device (or Windows) supports, then it will be automatically raised to the minimum supported. It will also be rounded up if it does not match the device's granularity. The actual period in use can be determined from the (minimum) amount of data that gets requested from the WASAPIPROC callback function. The shared mode period is a system-wide setting that affects all users of the device, particular those using event-driven buffering; they will be asked to provide data at the new period. If another process is already using a non-default period, then it will not be possible to set a different period until they finish; the existing period will have to be used in the meantime.
---
TLDR; On Windows 10, a 0 (yes, zero) size buffer with X period (as low as possible via trial & error, but not 0!) is a workaround for achieving low latency in shared mode. Expect random results depending on your hardware, drivers and other audio software interfering.
That's why the tooltip/text in-game says to increment the buffer until the crackling stops.