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I'm using the XInput Library, because most of the Games are using it for Xbox 360 Controllers.Īnd I wanted to measure the Latency that the Game is "seeing".
#Gpd windows xinput test update
Although you can find Videos and Articles about the Update Rates, I wanted to check them by myself. I wanted to measure the Latency of my DualShock 3/4 Controllers via USB and Bluetooth, but haven't found a Tool which let me do this.
#Gpd windows xinput test code
Using this class it was possible to rewrite the code so my little test could be done with a precision of around 1 ms. Lucky for me I stumbled upon Ken Loveday's MicroTimer class in CodeProject ( ). I suspected this was the reason why I could not register a depress time lower than 15 ms with the Xbox One controller. NET class that is generally assumed to have a precision of only 15 ms. Small update concerning my testing of the Win's controller response in xinput mode. Try super meatboy at the higher levels and see how quickly frustrating the controls get. Even if you don't play fighters this rate introduces a nasty bit of lag that breaks a lot of classic games being emulated. This is where the polling concerns come in. If you record the gamepad strokes and roll the dpad in a qcf or qcb over and over repeatedly, you'll find the 360 controller produces the rolling motion every time showing all 3 directions in the quarter circle, where the gpd will only register down and left, or down-left and left quite frequently, missing one of the directions altogether. Thats the lag people are complaining about. You will find that you can do it every time on the 360, and you may luck into pulling it off with the gpd dpad.
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Try to execute Ryu or kens supers with the dpad, then try your plugged in 360 controller.
#Gpd windows xinput test Pc
The arcade perfect emulation requires the order and timing of the dpad rotations to be accurate, where pc ports tend to be more forgiving with the key combinations.
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Try running street fighter 3 or any of the alphas in retroarch, or your favorite FBA emulator.
#Gpd windows xinput test download
If someone wants to test this on their Win, can download XinputDotNet and the code above and build it themselves or just get the executable from here (1 executable, 2 dll's): I'm not an expert in game controller programming. If someone sees a flaw in my code or my method I'll be very happy to know. If someone wants to test this on their Win, you can download XinputDotNet and the code above and build it or just get the executable from here (1 executable, 2 dll's): Perhaps it's not the polling rate (riiight), but the thing is, it was not possible to time a button press for less than 3 frames, and still isn't. Tl dr: I do not think the firmware fixed the issue. On my Win, with the Win's controller set to Xinput mode, the lowest depress time I could get was 46 ms. On my Win, with that same controller plugged in, the minimum depress time I could get consistently was also 15 ms. On my desktop, with a xbone controller, the minimum depress time I could get consistently was 15 ms. The lowest press interval detected is an upper bound to the time between polls (the inverse of which would be a lower bound to the polling rate). How does this work? I execute Xinputdemo and then I press A button for as short a time as I can.
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