feat: implement per-frame mouse look for reduced input latency on Windows
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@@ -128,17 +128,23 @@ void Input::tick(LocalPlayer *player)
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player->interpolateTurn(tx * abs(tx) * turnSpeed, ty * abs(ty) * turnSpeed);
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#ifdef _WINDOWS64
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// Mouse look (added after stick-based turn)
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// Mouse look is now handled per-frame in Minecraft::applyFrameMouseLook()
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// to eliminate the 20Hz tick delay. Only flush any remaining delta here
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// as a safety measure.
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if (iPad == 0 && KMInput.IsCaptured())
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{
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float mouseSensitivity = 0.5f;
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float rawDx, rawDy;
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KMInput.ConsumeMouseDelta(rawDx, rawDy);
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float mdx = rawDx * mouseSensitivity;
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float mdy = -rawDy * mouseSensitivity;
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if (app.GetGameSettings(iPad, eGameSetting_ControlInvertLook))
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mdy = -mdy;
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player->interpolateTurn(mdx, mdy);
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// Delta should normally be 0 since applyFrameMouseLook() already consumed it
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if (rawDx != 0.0f || rawDy != 0.0f)
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{
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float mouseSensitivity = 0.5f;
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float mdx = rawDx * mouseSensitivity;
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float mdy = -rawDy * mouseSensitivity;
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if (app.GetGameSettings(iPad, eGameSetting_ControlInvertLook))
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mdy = -mdy;
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player->interpolateTurn(mdx, mdy);
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}
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}
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#endif
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@@ -1223,6 +1223,53 @@ void Minecraft::createPrimaryLocalPlayer(int iPad)
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}
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}
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#ifdef _WINDOWS64
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void Minecraft::applyFrameMouseLook()
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{
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// Per-frame mouse look: consume mouse deltas every frame instead of waiting
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// for the 20Hz game tick. Apply the same delta to both xRot/yRot AND xRotO/yRotO
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// so the render interpolation instantly reflects the change without waiting for a tick.
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if (level == NULL) return;
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for (int i = 0; i < XUSER_MAX_COUNT; i++)
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{
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if (localplayers[i] == NULL) continue;
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int iPad = localplayers[i]->GetXboxPad();
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if (iPad != 0) continue; // Mouse only applies to pad 0
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if (!KMInput.IsCaptured()) continue;
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if (localgameModes[iPad] == NULL) continue;
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float rawDx, rawDy;
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KMInput.ConsumeMouseDelta(rawDx, rawDy);
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if (rawDx == 0.0f && rawDy == 0.0f) continue;
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float mouseSensitivity = 0.5f;
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float mdx = rawDx * mouseSensitivity;
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float mdy = -rawDy * mouseSensitivity;
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if (app.GetGameSettings(iPad, eGameSetting_ControlInvertLook))
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mdy = -mdy;
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// Apply 0.15f scaling (same as Entity::interpolateTurn / Entity::turn)
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float dyaw = mdx * 0.15f;
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float dpitch = -mdy * 0.15f;
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// Apply to both current and old rotation so render interpolation
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// reflects the change immediately (no 50ms tick delay)
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localplayers[i]->yRot += dyaw;
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localplayers[i]->yRotO += dyaw;
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localplayers[i]->xRot += dpitch;
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localplayers[i]->xRotO += dpitch;
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// Clamp pitch
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if (localplayers[i]->xRot < -90.0f) localplayers[i]->xRot = -90.0f;
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if (localplayers[i]->xRot > 90.0f) localplayers[i]->xRot = 90.0f;
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if (localplayers[i]->xRotO < -90.0f) localplayers[i]->xRotO = -90.0f;
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if (localplayers[i]->xRotO > 90.0f) localplayers[i]->xRotO = 90.0f;
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}
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}
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#endif
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void Minecraft::run_middle()
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{
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static __int64 lastTime = 0;
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@@ -217,6 +217,9 @@ public:
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static Minecraft *GetInstance();
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void run_middle();
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void run_end();
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#ifdef _WINDOWS64
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void applyFrameMouseLook(); // Per-frame mouse look to reduce input latency
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#endif
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void emergencySave();
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@@ -1077,6 +1077,7 @@ int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
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// Render game graphics.
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if(app.GetGameStarted())
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{
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pMinecraft->applyFrameMouseLook(); // Per-frame mouse look (before ticks + render)
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pMinecraft->run_middle();
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app.SetAppPaused( g_NetworkManager.IsLocalGame() && g_NetworkManager.GetPlayerCount() == 1 && ui.IsPauseMenuDisplayed(ProfileManager.GetPrimaryPad()) );
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}
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