Lost my Keys's Recent Forum Activity

  • This is why I wrote Heightmap Plus.... but sometimes heightmaps don't cut it and you really need to use a normal map.

    I plan to introduce a normalmap plus effect at some point, with an angle input to compensate effortlessly. You could do the math in events, but yeah it's a bit hard.

    That would be awesome! And very, very useful. I'll look into heightmap plus in the meantime. I saw it in the list but didn't look into those so much.

    *Le sigh* Wish I could code like that, doing little plugins and extra's would be far more useful to the majority, than artwork, which would have to be all specific for every user.

  • timer behavior, timeline object, key press and enabling/disabling groups.

    Wouldn't any of those do the trick?

  • >

    > The 120fps was just something I left it at, it works without lag at 60fps, 20fps, 900fps too.

    >

    well, it does not, when i set the fixed framerate to 60 it behaves exactly as when i turn the v-synced mode.

    also,

    >

    > V-Synced: [...] The best quality and smoothest display. Games should all use this option.

    >

    > The point was, turning v-synch off solves the problem

    >

    I'm confused

    Thank you Madster for explaining, but i don't think the lag is 2 frames, if my monitor draws 60 frames per second, the lag seems more like about 10 frames (well, now, after fiddling with the nvidia control panel). please also don't jump to conclusions that it's bad lcd, because the hardware mouse cursor does not lag whatsoever.

    Any ideas how to lower the lag even more, to the twoframes from the Madster explanation?

    Well I don't know what to tell you then besides filling a test layout up with lots of things, to simulate a completed game, and see if it still does it. Or just use the default cursor rather than a custom one (I know that isn't the perfect solution).

    Why don't you make some higher fps limit, but have your game run at 60fps or something, can't that timedelta thing do that? Then just not use it on anything involving the mouse pointer. Wont that solve the problem? Though judging by the number of games and people having this problem, it might just be one of those things you have to live with. Do what most developers do, blame Microsoft and the end users hardware, say it's entirely out of your control and not a problem with your game, then suggest turning v-synch off as a last resort.

  • AFAIK 0 becomes left (or top) and 1 is right (or bottom) of the screen.... screen which is rotated along with the sprite.

    Yeah.

    Yeah :\ So how can you keep the textures lightsource where the mouse pointer is, without the positions eventually becoming out of wack. Using MouseX/somelargenumber improves things, but isn't perfect, the more the mouse moves away from 0,0 the more the two become out of synch. Course use of the mouse was just to make the problem easier to explain. The use of it would be more along the lines of a player moving along with a torch, so it follows as it goes, causing the slight changes to the walls, floor etc. Which would add a nice extra effect to having a regular light effect on top of that.

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  • > Turn v-synch off though and either using unlimited (not recommended obviously) or fixed, removes any lag. So it's obviously down to the v-synch in some way. Just a shame things look bad without it heh.

    >

    well, you set the fixed framerate to 120fps. when someone has 85hz monitor, ther will be visible choppy display. also, when I set fixed framerate to 60 fps (my screen refresh rate), the lag is still there. (i believe in 120fps, it is there also, but half as visible)

    >

    > Edit: Ok more testing and yup. Turn v-synch off and there's absolutely no lag whatsoever.

    >

    >

    nope. i set the vsync to "force off" in nvidia control panel - no difference sadly so for me to minimise the lag, the settings are "max pre rendered frames - 0, tripple buffer - off, vertical synchrtonization - use application setting/off/on - does not make a difference)

    i'm still using the v-synced display in construct, as using fixed or unlimited is bad - the way you see it, setting the app to fixed 120 lowers the lag, you can set it to 240 and lower it more, this is not the way to do things here also i'm not saying this is a construct problem, but still i'd like to know how to overcome it.

    The 120fps was just something I left it at, it works without lag at 60fps, 20fps, 900fps too. The point was, turning v-synch off solves the problem, at least on my end, and you can either build the game with it off, or let the user force it off via their control panel for their video card.

    I did read somewhere that machines that are too fast are the ones with this problem, and ones that are slower are immune to it. Which makes me think, when you've got everything on there doing it's thing, this is probably not going to be happening then.

  • >

    > > well, i think turning off the triple buffering AND setting the "max frames to pre-render" to 0 (default was 3 for some reason) lowers the lag A LOT.

    > >

    > Out of interest, where were those settings? Are they in your graphics card driver options? What make is your graphics card?

    >

    in the freaking "nvidia control panel". this said, my graphic card is nvidia geforce 9600gt. i was on 6600gt earlier and there was no lag, but i don't think this is the problem, i'd still bet on the triple buffering and th pre-rendered frames thing.

    I tried it and changing either of those made no visible difference (the lag wasn't bad to begin with for me, but could see it was there like others).

    Turn v-synch off though and either using unlimited (not recommended obviously) or fixed, removes any lag. So it's obviously down to the v-synch in some way. Just a shame things look bad without it heh.

    Download: No lag at all

    BTW even if enabling/forcing v-synch outside of construct. It still causes the lag. And a quick check on google shows many other games and setups that suffer from it. Fix? They suggest turning v-synch off too.

    Edit: Ok more testing and yup. Turn v-synch off and there's absolutely no lag whatsoever. It's not a construct bug or issue, it's a DirectX problem that apparently effects any game using it. The good news is even if you make your game with v-synch on. Someone could force it off in their nVidia control panel (I imagine ATI as well), and remove all lag if it's a problem for them. Regardless what you've set it as.

    And just to make the OGL nuts happy.. this doesn't happen in that.

  • > well, i think turning off the triple buffering AND setting the "max frames to pre-render" to 0 (default was 3 for some reason) lowers the lag A LOT.

    >

    Out of interest, where were those settings? Are they in your graphics card driver options? What make is your graphics card?

    I dunno about ATI cards, but there's settings for the render frames ahead on nVidia cards. You often see suggestions about changing them for games like Oblivion, to smooth things out or to help with mouse pointer lag. The triple buffering stuff is usually where the standard card quality settings are found.

  • Any idea what's going on here? The only way to slow it down is to divide the mouse x/y by some huge number, but even then it seems to be guesswork and the more the mouse moves away from 0,0 the further apart the light and the mouse coords get.

    Same happens with using a sprites position for the normal map light too.

    Download: here

  • >

    > > Well, recently I noticed a HUGE input lag. When you create a sprite (say 128x128 red square) and give it a mouse behavior it will always follow the mouse, but with some kind of lag. The same with keyboard controlled behaviors. Help, pretty please, anyone?

    > >

    >

    > Switch framerate mode to unlimited, just to see if it still lags.

    >

    nope, in unlimited mode it does not lag. but I don't think it a good solution :/

    edit: in vsync it runs on 60fps (lcd screen), my specs: athlon 64 x2 2,9ghz, 2gb ram, nv geforce 9600gt so I don't think it's a hardware related problem

    Nope it's not a solution and wasn't meant to be, but it narrows down the problem.

  • Two instances of construct open. Both had been working fine, just screwing about trying different things. Closed the second one and went back to the first, went to make a runtime and got this error

    <img src="http://steamgauge.com/misc/construct/error.jpg">

    Happened each time I tried. Restarted it, worked fine again. Can't replicate it, don't know what caused it (I wasn't doing anything complex tho).

  • Well, recently I noticed a HUGE input lag. When you create a sprite (say 128x128 red square) and give it a mouse behavior it will always follow the mouse, but with some kind of lag. The same with keyboard controlled behaviors. Help, pretty please, anyone?

    Switch framerate mode to unlimited, just to see if it still lags.

  • Awesome! Works, thanks!

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Lost my Keys

Member since 29 Nov, 2009

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