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1-3 Frames of Input Delay In SSBM / SSBPM
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1-3 Frames of Input Delay In SSBM / SSBPM
05-16-2016, 07:00 AM
#1
muusbolla
Unregistered
 
Hi, I'm having an issue with input delay in the Smash Bros. games. I tested with both the Anther's Ladder recommended revision (4.0-7840) and the latest dev build (4.0-9327). In both cases I had the following results:

Summary:
Melee: 1-2 frames of input delay on all button presses
Project M: 2-3 frames of input delay on all button presses

Methods:
All 4 combinations of both Dolphin revisions x both games were tested. Character used was Falco since his jump squat and back air both have very exaggerated 1st frame poses. I tested using pause + frame step with Show Input Display on to confirm the exact delay timing. General sequence follows:

With character standing in neutral pose, press Dolphin Pause hotkey.
Frame -1: While holding X on the controller, press Dolphin Frame Advance hotkey.
Frame 0: No animation change. Verify that the input was registered on that frame on the on-screen Input Display. Release the X button.
Frame 1: No animation change.
Frame 2: Character enters first frame of jump squat animation.

Similar testing was done with back air to make sure that it wasn't something specific to the jump. I also tried using a 2nd controller that was configured to keyboard only and pressing that jump key instead, with the same results.

To eliminate the possibility that it is a problem only with pause/frame advance mode, I recorded a movie of a test while emulating each game at full speed. Both the movie and the emulation remained at a solid 60fps during the tests. I then played back the saved movie in VLC Media Player and stepped through the frames of the movie to compare the frame where the input showed on the Input Display and the frame where the character entered jump squat. Results were the same.

Windows Aero is disabled. I am running in fullscreen mode. I even tried running in the painfully slow Interpreted emulation mode, just to make sure it wasn't some kind of threading issue! Results were the same.

Detailed results:
Melee was consistently 1-2 frames of delay (character would usually enter jump squat on the frame right after the one where the input was registered, but sometimes it took 2 frames). Project M was consistently 2-3 frames of delay. Vanilla Brawl has 0-2 frames of input delay built into the game (which were patched out in Project M), so it is worthless to use that game for this test.

It did seem like whether the delay was 1 or 2 frames was "streaky". For example, if I was getting all 1 frame delays, then unpausing and goofing around for a bit, then pausing again might get me a string of 2 frame delays instead. This inconsistency in delay makes doing frame perfect inputs that much harder in real gameplay.

Googling around a bit, I have heard complaints from a few other people of similar problems, but it's usually been brushed off as a configuration or controller problem. I've tried to eliminate most of the variables except for toggling every single Dolphin option...
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05-16-2016, 07:30 AM
#2
muusbolla
Unregistered
 
So I was doing some more reading and I am hearing suggestions that I should use Exclusive Fullscreen instead of Borderless Fullscreen. I never had the Borderless Fullscreen checkbox checked in the settings, but I was using OpenGL, and according to the blog (https://dolphin-emu.org/blog/2014/07/31/...july-2014/), Exclusive mode is D3D only. So I tried switching to D3D.

In 4.0-7840, this actually added an additional frame of lag at the beginning of the input sequence before the input is even detected! So now the sequence looks like this:

With character standing in neutral pose, press Dolphin Pause hotkey.
Frame -1: While holding X on the controller, press Dolphin Frame Advance hotkey.
Frame 0: No animation change. Input does NOT register on on-screen Input Display. Release the X button.
Frame 1: No animation change. Input registers on on-screen Input Display.
Frame 2: No animation change.
Frame 2: Character enters first frame of jump squat animation.

Summary: D3D exclusive fullscreen is worse than OpenGL exclusive fullscreen for 4.0-7840, delaying the reading of all inputs (buttons and stick positions) by 1 additional frame. For 4.0-9327, there was no difference between D3D and OpenGL.
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05-16-2016, 08:08 AM
#3
Kurausukun Offline
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Exclusive fullscreen is NOT D3D-only. If you'll notice, that progress report was written almost two years ago.
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05-16-2016, 08:35 PM
#4
mstreurman Offline
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I remember that some of the input lag had been fixed in a PR, just cant remember which one.
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05-16-2016, 10:05 PM
#5
JosJuice Offline
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(05-16-2016, 08:35 PM)mstreurman Wrote: I remember that some of the input lag had been fixed in a PR, just cant remember which one.

That PR has been merged already, so it is in 4.0-9327.
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05-17-2016, 06:33 PM
#6
mstreurman Offline
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(05-16-2016, 10:05 PM)JosJuice Wrote: That PR has been merged already, so it is in 4.0-9327.

Correct, but he mentions using 4.0-7840 instead of the latest build. So that's why I mention it Smile
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