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gendlin

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  1. My mistake, I didn't realize that raw_input was already doing something in shorttics mode. My revised understanding is that there are two things going on input-wise: interpolation, and coupling to the tic, and raw_input controls some mixture of the two. My thought is that these semantics can be split apart and fake_longtics can be renamed to something like uncoupled_input. But I can follow up on github rather than keep spamming here. :)
  2. @ceski after looking at your PR and thinking about it some more, I wonder if this option (uncoupled short tics turning) shouldn't just be controlled by the existing raw_input option? Since it's semantically just raw_input applied to short tics, and has the same implications as far reduced latency, which might not be very clear otherwise. If someone doesn't want this they could just set raw_input=0.
  3. @Alaux file-scope variables are automatically zero initialized in C so that part of the fix would not change anything
  4. Feels great. I had a hard time telling it apart from longtics to be honest, apart from somewhat contrived scenarios as you mention here: Presumably anyone used to doing shorttics stuff will know you need to aim by strafing in these cases (or use a shotgun). Yeah it's somewhat misleading because it feels like real high-res turning, but it's not. Maybe the feature should be called "fake high-res turning" or something to make it more explicit, and have it grayed out when not in shorttics mode? I don't have a strong opinion either way.
  5. I noticed a problem with the view- and weapon-bobbing - if you start out running north-south, there is a smooth transition into the bob, but if you start out running east-west, the transition is quite abrupt and jerky. This might be part of the reason why movement feels wrong. Also make sure you turn mouse interpolation off (unless you're fond of extra input latency). It's on by default
  6. Are there any plans to allow this during -shorttics recording? Now that there is a "virtual" view angle maybe you could just maintain that in high precision to give the appearance of nice smooth turning and only quantize down to 8-bits for the tic data
  7. @ceski It was on both capped/uncapped, but I realized later this was only happening when I had a (paused) youtube video opened in chrome on the other monitor, so I blame google for that one :) I've been playing capped mode with the frame limiter fixes and everything feels perfectly fluid now at 300 fps 👍
  8. Thanks for fixing input latency, feels much better 👍
  9. Thanks for exclusive fullscreen ❤️ I had a feeling the compositor was robbing me of frames but didn't know how to prove it
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