Aevyrie
Aevyrie
I did some work on this. 1. It appears we are still using FIFO vsync: https://github.com/bevyengine/bevy/blob/ffecb05a0ab423b46ab991b49c54516bcaf2ea7b/crates/bevy_render/src/view/window.rs#L139-L140 See https://github.com/bevyengine/bevy/pull/1416 2. I made a frame limiter app that adds a frame limiting...
I modified the prototype to add a second sleep system that caps the frame rate to exactly what you specify. ``` 0ms ----------------------- Estimate how long the next frame will...
Some other neat byproducts of this, it's now really easy to framelimit to an arbitrarily low FPS for power use or other reasons. However, because our input -> render latency...
> This might not sound bad, but it feels absolutely horrible and I can't even consider using Bevy unless this is fixed Using `bevy_framepace`, you should be getting
Okay, great! Are there any inputs besides mouse movement and mouse clicks that might need to be remappable? Maybe if there are some hardcoded hotkeys, like copy and paste?
> I don't see a clear use case for keyboard input remapping yet It's the same issue. If someone wants to trigger this event (let's say with the gamepad, for...
Right now it looks like egui always assumes it is rendering to a window, as it assumes it is tied to an `Entity` that has a `Window`: https://github.com/mvlabat/bevy_egui/blob/537ec1b1fe6206042633bad6121745bf2e0ec1cb/examples/two_windows.rs#L26 Instead, it...
This is caused by bevy's lack of inter-frame event ordering. There is no way to know if a mouse up came before or after a mouse move, or a mouse...
I don't think this change is worth the added complexity because the input plugin already has this abstraction. A user can disable the mouse or touch inputs via the input...
To your comment about the crate, I think that's a great idea. If you want to create a fully featured mouse input plugin, that would be super cool! I'm mostly...