I have the key to One Eyed Willy
I think any reduction of input lag is a good thing however, I'm not certain that the raw input changes you made are any fix for the problems that we have addressed with the R4 Old School (available in post #93 above).
The dinput changes were made so as to return mouse speed control back to the windows OS.
The retained mode issue has the "feeling" of; a disconnect between input and frame displayed. As if they are "out of sync" and seems to get worse when you have more action on the screen. I've read a lot of articles regarding input and frame synchronization (buffers and all)....and it's beyond my scope of understanding to say precisely what between the two, is responsible for this behavior. Restoring retained mode makes the pointer feel as though it's steady with the frames being presented.
The platform toolset issue is what a lot of old game developers seem to be experiencing. Hence why the development of daffodil, to get those old tool sets up and running on current versions of Visual Studio. Changing the toolset back to V80 got rid of an "abruptness" feel to the cursor and COMPLETELY eliminated the jumping ship issues. Targets still do the occasional lag jump, but that's different. The jumping ship issue I'm talking about is a crazy ass leaping around on your screen. This video shows not only the affect of the jumping ship (platform toolset) issue, but also, the over reacting behavior of the controller when there's action on your screen (retained mode problem). The exe I provided above, eliminates both of these problems. BT suggested we should compare the binaries from both builds to see if we can find the cause.
I ripped a lot of code out of the wintrek loop so as to free up as much time as I could. I reverted that stuff back to the way R4 was. I did this after our discovery; that having the steam update, inside the wintrek loop, was having a negative affect on controller input. We spaced the update to once every 30 minutes and STILL had a constant negative affect, so, the update was moved to another thread. My logic is, the less in the loop, the better. I intend to add some stuff back in, but only after severe testing.
Any one of these things by itself, is practically unnoticeable however, combined, they're easy to spot (especially jumping ships).
The dinput changes were made so as to return mouse speed control back to the windows OS.
The retained mode issue has the "feeling" of; a disconnect between input and frame displayed. As if they are "out of sync" and seems to get worse when you have more action on the screen. I've read a lot of articles regarding input and frame synchronization (buffers and all)....and it's beyond my scope of understanding to say precisely what between the two, is responsible for this behavior. Restoring retained mode makes the pointer feel as though it's steady with the frames being presented.
The platform toolset issue is what a lot of old game developers seem to be experiencing. Hence why the development of daffodil, to get those old tool sets up and running on current versions of Visual Studio. Changing the toolset back to V80 got rid of an "abruptness" feel to the cursor and COMPLETELY eliminated the jumping ship issues. Targets still do the occasional lag jump, but that's different. The jumping ship issue I'm talking about is a crazy ass leaping around on your screen. This video shows not only the affect of the jumping ship (platform toolset) issue, but also, the over reacting behavior of the controller when there's action on your screen (retained mode problem). The exe I provided above, eliminates both of these problems. BT suggested we should compare the binaries from both builds to see if we can find the cause.
I ripped a lot of code out of the wintrek loop so as to free up as much time as I could. I reverted that stuff back to the way R4 was. I did this after our discovery; that having the steam update, inside the wintrek loop, was having a negative affect on controller input. We spaced the update to once every 30 minutes and STILL had a constant negative affect, so, the update was moved to another thread. My logic is, the less in the loop, the better. I intend to add some stuff back in, but only after severe testing.
Any one of these things by itself, is practically unnoticeable however, combined, they're easy to spot (especially jumping ships).
thanks for the new update! now everyone will know exactly what wasp has been complaining about, except the effect is multiplied 10,000 fold.
edit: okay this is weird, keyboard works now. i think if you launch allegiance in windowed mode the keyboard won't work.
edit: okay this is weird, keyboard works now. i think if you launch allegiance in windowed mode the keyboard won't work.
Last edited by Terran on Sun Jul 08, 2018 12:44 am, edited 1 time in total.
JimmyNighthawk wrote:QUOTE (JimmyNighthawk @ Jun 30 2013, 11:32 PM) "Bavarian Sausage Anti-Ketchup Soap"[*]
