badfontkeming
badfontkeming
Some very basic logs have been added that simply print whenever the force has been started, stopped, or updated. Next time you test dropouts, pull the log up alongside the...
After cranking my wheel to its maximum and testing it out, I think I'm able to reproduce the "feel" issues caused by the last PR. It seems like re-running the...
Other research notes: After digging through the code of the scarce few open source FFB implementations I could find including some other emulators (Model 3's Supermodel, as well as Dolphin),...
> You could just check out the old wx builds that worked. Yeah should've done that lmao; I just kinda assumed they had similar faults. If I have time after...
That's one of the things I'm looking to determine with those temp logging statements I added, as it should help testers spot whether dropouts are happening in the middle of...
I looked at the old dinput implementation, and it seems like it sets two flags: `DIEP_TYPESPECIFICPARAMS | DIEP_START` Meanwhile, SDL sets several more flags that communicate to DInput that various...
I just pushed a super-ugly test commit that digs into the guts of SDL in order to send the `DIEP_START` flag with each constant force update. Ignore the failing builds,...
Turns out there's a long-closed issue in SDL's tracker that mentions these issues specifically with PCSX2. I'm going to wait to gather a few reports about whether `DIEP_START` fixes their...
> > As a result, using DirectInput directly won't solve this problem, and there's nothing to fix on SDL's end. > > Be it as it may, you know SDL...
> We build SDL with [a batch file](https://github.com/PCSX2/pcsx2/blob/master/.github/workflows/scripts/windows/build-dependencies.bat), and adding a step to apply a patch would be possible (like we do with shaderc, or used to with qt). >...