Adobe Air laggy on Dell Inspiron Touch 1 - air

OK, this might be a very specific question, but I am seriously stuck.
I have an Adobe Air desktop app which runs fullscreen on a Dell Inspiron Touch PC (OS is Win8). The interaction involves some dragging with the finger/mouse.
Edit: I use Air 3.8
Here's my problem: when operated with the mouse, everything works fine and smooth, on this computer and on every other PC I tested it on. But with touch input everything becomes obviously laggy.
When operated by touch, the OS shows a dot which indicates the current position of the recognized finger. When the finger is moved around, this OS output is significantly more responsive than the Air app, where dragging takes longer and lags. So I assume that the problem lies in delivering the touch events to the app.
What I have tried:
setting different values for MultiTouch.inputMode, assuming that
MultiTouchInputMode.NONE would be the most performant
installing a new driver for touch input
setting the mouse speed of the OS to "high"
setting the touch area size of the OS to "small"
Nothing did have an impact, and I am out of guesses…
Does someone have an idea or even experience with this stuff?
Thanks!

Because I had very little time and had to find a solution very quickly (it was a kiosk app for an event), I chose this alternative which worked perfectly: I made a flash file that is shown in the browser in fullscreen. No lag, no performance issues at all. I still don't know what caused this behavior though. No time…

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I've built a small Cocoa app that uses OpenGL to draw some light content. I've used CAOpenGLLayer. While the app itself is very small and works blazingly fast, the launch time of the app is not satisfactory at all. At random times the app would stall for about a second or two upon launch, before showing the content.
I've narrowed down the problem and found that the bottleneck is the CGLChoosePixelFormat() function that is called during OpenGL initialization. It literally takes ~1 second to execute.
For a clean experiment, I created a blank Cocoa app and added an NSOpenGLView to the window. Immediately, the app launch time has grown by 1-2 seconds, for the same reason.
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I've met the exactly same problem with you. So far I've found that the problem only occurs on MacBook Pro 16" 2019.
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I am quite satisfied with the motion smoothness for slowly moving objects on my macbook air and imac (60Hz displays and 60fps reported by showFPS in the SKView), however fast moving shapes create artefacts.
For that reason I would like to display the scene on a 120Hz monitor. I have scoured stackoverflow for a solution and only found solution to reduce the framerate from 60fps to 30 and 15 fps using frameInterval, but I haven't worked out how to obtain something higher than 60fps.
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I like to make an overlay with the following properties:
should work at least on Windows 8.1
should be on top on everything, like a mouse cursor
should incorporate the pixels which are already on the background, like a blur filter
no flickering
Details to each of this points:
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I found many different application, but they are to no use for me:
application which claim to be on top, are still behind menus. This normally doesn't really hurt, but is unacceptable for a cursor-alike thing
screen capturing programs which hook them self in all running programs are nice, but I want to hook myself into WDM
normally screen capturing programs do not draw anything into the back buffer, so they get every frame a new unobstructed back buffer
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I fear that my only serious option is to hook myself into WDM, what I try to avoid.
I'm happy to hear any idea how to achieve this, or hints to application which are doing what I describe.

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