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not sure about what you're pointing, can you elaborate ?

The latency from user input to actual display can take several frames and is fluctuating. The way the game works (if it doesn't "lie") depends on measuring a uncalibrated "latency", which could be random on higher precision, and more likely worse: due to systematic errors, a distorted distribution that is much likely to result in some latencies than others, on a specific system.

Ho yes, I've not taken that into account (nor think about it in fact ><" ), I'll try to get my head in it and try to mitigate that in some ways