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Increased input delay due to lack of control over render thread sync


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Posted

Hi,
I have an issue where I'm working on a fast paced shooter, and I have noticed and measured strongly increased input delay (up to + 20ms).
After looking further into this, I noticed that we don't really have a way to sample input and set the player's view angles at a rate higher then the engine's tick rate.
Even if I tried to spawn another thread to work around the tick rate, I cannot force the render thread to not interpolate the rotation.

So I guess I'm looking for a conversation on this and asking if we could just get a simple option like "Disable rotation interpolation" for this exact case.

Regards

Posted

Or even better, maybe let us override some function that gets called from the render thread that allows us to overwrite the rotation/position manually

Posted

I actually want the same feature for my game, so I think this is likely to happen. The logic and render threads would still run at the same time, but they would both be synced at the same speed so that one update = one frame rendered for perfectly smooth motion.

You can disable threading altogether by putting this at the very beginning of your program:

EngineSettings settings;
settings.asyncrender = false;
Initialize(settings);

However, that will not be exactly the same thing, and will give you a lower framerate.

Let's build cool stuff and have fun. :)

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