Game Development Community

Mouse Cursor severe lag... old issue? [un-resolved]

by Tim Scheiman · in Torque Game Builder · 04/10/2010 (6:55 pm) · 4 replies

Hey all.

We're experiencing game-breaking-style mouse lag issues in our casual game... especially in windowed mode or with D3D as the renderer. (OGL renderer fullscreen seems ok, but not OGL windowed)

It seems especially bad on ATI cards on laptops... Radeon Mobility 9200 or so and older.

Pouring through the forums yielded a handful of people asking the same question over the years, but no solutions. It seems to be a pretty old issue that a number of people have seen.

From what I've gathered it seems to be due to the engine using the OGL cursor... but why so much lag when the framerate is respectable (50 fps or so)?

Anyone who has successfully launched a casual game must have defeated this demon somehow... (or suffered from 28% or so loss in sales!)

Do I need to look at rewriting mouse input for the engine? Or is there a more specific issue that can be dealt with separately?

Any help will be much appreciated!

-Tim

#1
04/13/2010 (8:37 pm)
I would be very interested in this.
Tim, did you found a solution for this problem ?

thanks,

Bruno
#2
04/14/2010 (10:19 am)
FWIW: I had severe mouse lag after I added a jpg background. I reduced the resolution and converted it to png.
#3
04/14/2010 (4:16 pm)
Kevin, that seems to have been at least a very LARGE part of my problem. 1000 points for you!

Also another thousand for Amaranthia, who tried to warn us all more than three years ago!

http://www.torquepowered.com/community/forums/viewthread/58205

I hope (for everyone's sake) that this issue is resolved in the new TGB update!
#4
04/17/2010 (3:44 pm)
Had to un-resolve this one... I guess I spoke too soon.

I've got two images (background-ish stuff), one 1024 x 768 jpg, and the other 1024 x 768 png (with alpha).

Setting either of them to invisible speeds up the mouse, but converting the jpg to a png didn't help.

Also, having both be pngs with alpha didn't help.

I also tried breaking them both up into 4 images each (512 x 512 and 512 x 256), which didn't help. (so it isn't just because of the 1024 texture size)

Reducing the resolution of all of my game's images isn't really an option (it's a casual puzzle adventure game, and the publisher wants it at 1024 x 768).

:(