Sammy Fatnassi
Sammy Fatnassi
Thank you. I have been meaning to explore accessing the CPUThrottle option in my next release, but the idea of not relying on FrameEnd might have some value in editor
It should not be the NetImguiServer side, since it process content up to the framerate specified in its config (30fps by default) and this only arise when CPUThrottle is on...
This InputData is received from the NetImguiServer, not Unreal. When there's no pending input, it skip drawing content in the editor/game to preserve CPU since it will be discarded. With...
Interesting. Thank you for your investigation, I will take a look today.
I'm currently setuping myself to test this, but the question is why **ProcessInputData** is still called at a slower rate if it doesn't have time to process input data.
Simplicity :) The received input are bitmask letting us know if a key is up or down. I'm not sure what would happen to suddenly insert 10 frames of key...
Yes, it seems like I will have to improve the input reception to buffer them until processed. I'm currently looking at the slow frame rate.
I believe I found the issue for the low responsiveness with the **Timer** method. When unfocused, the callback timing is not steady at all. Overall seems to match the requested...
Yes, since the timer won't work. I was pulling my hair trying to understand how I could have 30fps in the Update, 60fps in the reception of input and still...
This simple code addition (executed after the engine has been properly init) does the trick. I will include it in the next release. Thank you for the pointers. ``` #if...