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Thread: Joystick 2 object

  1. #21
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    chrilley's Avatar
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    Yeah you're right. I have no idea how I got those extensions mixed up. I meant the heavy framerate lag on the Joypad Object, though I "only" get knocked down to ~50 fps over here, using a Xbox 360 controller. Although if I run with DX8 Display Mode, with V-Sync checked and having that object in the frame, then I can only get 30 fps for some reason. Odd stuff!

  2. #22
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    Julian82's Avatar
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    Quote Originally Posted by chrilley View Post
    Yeah you're right. I have no idea how I got those extensions mixed up. I meant the heavy framerate lag on the Joypad Object, though I "only" get knocked down to ~50 fps over here, using a Xbox 360 controller. Although if I run with DX8 Display Mode, with V-Sync checked and having that object in the frame, then I can only get 30 fps for some reason. Odd stuff!
    My guess on that is that the joypad object is too frequently auto-polling for attachment of new devices, if you do that with joy2 you can also kill your FR.

  3. #23
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
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    chrilley's Avatar
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    @Julian82 Hm right. Though is that only the "Poll for new devices" property? That it warns not to use on Vista, specifically?

    Or the "Poll Joystick every loop"? That one is checked here and I cannot seem to budge the framerate by turning it on and off... Even on my poor surface pro, which is easily bothered by the new stuff I dump into the game, doesn't seem to be affected by the polling options?

  4. #24
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    Hey everybody. Because I'm afflicted with the Joystick 2 Object-makes-any-app-crash-immediately bug, I've been using the Joypad object instead. Since VACCiNE relies on Joystick 2, I think using Joypad is the way to go, for the time being (optionally alongside XBOX for vibration).

    For those affected by framerate drops when using the Joyspad Object, I have a fix. Thanks to volPROFILER @Volnaiskra for helping me identify the problem.

    The problem only seems to happen when the Joypad object exists in a frame and does not detect a connected USB controller. If I have the object not create itself at start, there's no lag - likewise, if I have the object destroy itself when it doesn't detect a controller, no lag. So the fix is pretty simple; Don't create on start. Every [interval], create Joypad object (I did two seconds). If Joypad object finds a controller, set a flag to 1. If Joypad does not find a controller, set that flag to 0 and destroy the object.

    I didn't get any lag while actively using a controller - this method allows players to hotswap in and out of using a controller whenever they'd like, with (at most) two seconds of lag after plugging in their controller before getting a response. volPROFILER didn't show any meaningful performance impact from this method, either. I do also have all of my controller-specific code checking for that flag first, with some groups enabled/disabled based on the flag's state.
    @JimJam if you still care, do you want to verify if this method fixes the performance plunge you saw? It might not be a universal solution, given how temperamental these extensions can be.

  5. #25
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    Scratch that. It's possible that the same solution actually just works with Ignore/Restore control, but after restarting my computer, Joystick 2 works and Joypad doesn't work. Disregard my advice.

    Edit: Nevermind, new theory. Y'know how Joypad only supports two joysticks? Well, now I'm grappling with a bug where every controller I plug in is automatically assigning itself to Joystick 2 (despite Joystick 1 being free), and Joypad is lagging again. So a second ago, when I said the same solution might work with Ignore/Restore control? I think you just have to ignore control on a joystick slot if nothing is plugged into that slot. But I'm probably not gonna keep updating this, because the edit timer will end and I don't want to necro any more than I have.

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