Compensating for Lag in Infinite Descent
2 years ago
Toronto, ON, Canada

There is a huge time loss when starting Infinite Descent (ranging from 5-10 seconds) and further time losses per each death. I would LOVE to fix this lag, but it would take a LOT of effort; so I’m going to see if I can post a new build of the game which starts the timer from the moment the player actually gains control (possibly measuring from “first input”?) Thoughts / Suggestions?

GUSE0 y pro_janus les gusta esto
Małopolskie, Poland

Well, In my opinion measuring tme from first input is a great idea.

GUSE0 y BluishGreenPro les gusta esto
Georgia, USA

I never really thought about timing by the first input, but that actually sounds like a really good idea.

Capital Territory, Australia

how did it go?

Toronto, ON, Canada

I didn't end up having time to implement this idea; it's going to have to be something I keep in mind for future games I develop, but in that case, I likely won't have the issue in the first place because I'll just optimize the game to run better in the first place : / What we could do instead is take the time from the first frame the timer is visible (not covered by the load-screen transition) and subtract this from the final time?

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