While swkbd::ShowKeyboard was up the host froze the guest clock (d2r-mobile's choice, so that monsters did not attack
while the player typed). Unreal calls it off its game thread, so the game kept running, and every thread that waits
on the clock spun while its audio mixing starved: on an iPhone the sound stuttered and the input box lagged (one
4.7 s frame, 5,035 wakeups a second while the box was up instead of about 1,800, no audio underruns). On the Switch
the applet blocks only the caller while the clock runs, which the host now does too. The test switch
DM_TEST_SWKBD_HOLD_MS (with DM_KBD) holds the keyboard up on the Mac: frozen, 8.8 fps and 7,936 wakeups a second in
that window; running, 30 fps and 1,788. The inline keyboard keeps the freeze: its game (Monster Hunter Rise) does
not block on hardware, and the host's input box blocks it.