Realtime input (frame rate independent)
is there a way to poll for input at realtime that is not dependent on the frame rate? Is Unreal Engine capable of doing this or do I have to look for other engines or even native frameworks that can do this? It would be great if UE4 could do this, since it would provide input from different platforms without having to handle each platform independently.
The reason I'm asking this is that for this is that in fighting games, it is critical to receive and process input at a fixed rate (often 60 times per seconds) with fixed time intervals between the input processing steps, even if the framerate cannot keep up with 60 fps.
The idea is to have the game logic separate from the main thread, which handles rendering. Input should be gathered at fixed intervals (for example every 16,66 milliseconds) and provided to the game logic thread, calculate the game logic for the input (which of course must take less long than 16,6 milliseconds) and only use the main thread for rendering the world state. For example by taking the world state data from the logic thread from the previous frame and the current frame and interpolate the data, then render the visuals with the provided interpolation.
There are some really good fighting games that were made with Unreal Engine, for example Guilty Gear Xrd. I'm believe they would already have such an input mechansism that is not dependent on the frame rate. So I think it must be possible?
asked Oct 15 '17 at 08:59 AM in Everything Else
Hi, have you ever found the answer? I need this as well...
answered Aug 15 '18 at 02:13 PM
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