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FPS independent cursor/hardware cursor refresh causing crashes #256

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@WinterSnowfall

Long story short, this is a known problem. Please simply avoid using these options, as they are guaranteed to cause more harm than good. Although it's not mandatory to cause crashing, they will cause failed surface locks which will at best introduce slowdowns and flickering.

Their original purpose was to decouple rendering from mouse movement, wherein the cursor could be overlaid on top of the final image at refresh rate, even if the framerate dropped to single digit numbers, however that means cursor blits to the DXVK back buffers can happen at any time and don't respect any form of synchronization, which is an absolute pain to manage, for no practical benefit in these modern times.

I've included some examples below of a couple of games which are known to provide the option:

MechCommander 2 Evil Islands
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    ddrawWait... this isn't D3D at all!minor bugA bug, to be sure, but a minor onewontfixThis will not be worked on

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