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Why does my Input feel very delayed by Half a Second, even though the game runs at the maximum of 60 Frames per Second?

If you suggest me playing the download version because the web browser version lags: this Is the download version.

Other much more processor-intensive Godot games don’t have this issue, such as almost all 3D Godot games I have tried: Even though I use a Bluetooth Keyboard, and even if they run at only 30 Frames per Second, the Input still feels instant.

If this issue gets fixed, along with implementing considerations on Enemy Placement to reduce wait times between jumps, this would actually be a great game.

I'm not sure why this would be the case, unfortunately.  What platform are you playing on?


We play tested on MacOS, Windows and Web and unfortunately never encountered this :( 

Deleted 2 years ago

Why did you say “unfortunately”, when you said that you never encountered this issue? This is Good!

I was playing the Web Version, and then the Input lagged all the same in the Native Linux Version, despite the highest possible framerate.

I have only encountered this issue with your specific game so far.

Maybe the input is not actually delayed, but still feels delayed because the game might not use 2 important player fairness techniques:

  • Hang Time (Better known as Coyote Time) allows Jumping even a split-second after walking off a ledge, because players take a split-second long before actually realizing that they’ve just walked off the ledge
  • Jump Buffering records when the player pressed the Jump Button, so that if they pressed the jump button a split-second before reaching the floor, their character will jump as soon as hitting the floor

You should look these 2 terms (Coyote Time and Jump Buffering) up if you want to know more.