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Input latency revisited #84
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Few more things to take into consideration:
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This is how original, multiplayer client input latencies worked:
IN_Frame |--- sleep ---| CL_SendCmd | CL_SetCGameTime |--- SCR_UpdateScreen ---| IN_Frame …
Where:
Only sleep and SCR_UpdateScreen can take substantial amount of time. Their respective times may vary, but we know that any period of time containing BOTH is constant for our purposes (assuming perfect fps conditions).
Positives/Negatives:
JK2MV/OpenJK patch: Improve input responsiveness by moving sampling to other side of framerate limiter.
IN_Frame | CL_SendCmd | CL_SetCGameTime |--- SCR_UpdateScreen ---|--- sleep ---| IN_Frame …
My proposition:
IN_Frame | CL_SendCmd | CL_SetCGameTime |--- sleep ---|--- SCR_UpdateScreen ---| IN_Frame …
Note:
What do you think? Did I miss something? Do you agree than minimizing variance is more important?
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