#Input Delay For Power-Ups

1 messages · Page 1 of 1 (latest)

ruby geode
#

There seems to be about a 0.2 - 0.25 second delay when activating a powerup. I was getting good FPS, and this happened in both single player and multiplayer modes. It didn't matter if I already had the powerup in my inventory, or if I was holding the button down when I grabbed a powerup. It felt like the same delay every time.

haughty pelican
#

Hijacking, I think my jump inputs get a delay if I alt-tab the game without exiting and re-entering a level

turbid hill
#

I havent experienced either bug myself, which is interesting

sudden bone
#

You can hear the delay in the audio; first the pickup sound plays, and then the activation. But I'm holding the powerup button the whole time.

cosmic inlet
#

Out of curiosity, if you tap rewind right before using a powerup (say 1 or 2 seconds before) does it feel like there is less input lag?

sudden bone
#

Sometimes I will do that and it uses the powerup without even consuming the powerup

#

rewind is odd

noble dawn
#

Do you ever feel like other controls are delayed, or just powerups?

#

In development there was a period where input delay would slowly get worse over the course of a session - until rewind was tapped, and then the delay would reset back to normal. Though that issue seems to be resolved and afflicted all input, not just powerups

haughty pelican
#

i'm not sure this is the cause but i have felt general input delay sometimes

noble dawn
#

is that with or without having entered and exited multiplayer before playing single player and alt tabbing?

haughty pelican
#

without

noble dawn
#

ok, currently simulation pauses when alt tabbing after MP so I wanted to see if that caused input problems

haughty pelican
#

can test tomorrow i think

noble dawn
#

I think this powerup input delay thing is probably related to client-server shenanigans, since iirc in MP powerups have a innate delay of ~100ms when used

#

So maybe that is carrying over to SP?

haughty pelican
#

100ms sounds about right

#

i've noticed quite a few problems so far, but

#

i'll have to save that for a strim