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Emulator Issues #12676

closed

Dolphin doesn't immediately apply controller/keyboard inputs while frame advancing

Added by JMC4789 about 3 years ago. Updated about 3 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:
5.0-15203

Description

When TASing, you're paused in Dolphin a lot to make precision movements. Unfortunately, Dolphin has an extra frame of latency when using controller inputs because it doesn't seem to apply your input until it's been held for an extra frame. I can demonstrate this when doing frame perfect jumps in Paper Mario: TTYD.

Even though I "hit" the button on the same frame in the TAS input window and on my controller, you can see that I get the landing lag cancel on the second try when I use the TAS input checkbox instead of hitting a button on my controller. If you rewatch the video, you can note that even though I'm hitting a button on my controller, the TAS input window doesn't light up until the next frame I advance when using controller input. Where as I can immediately set them while paused when actually checking the boxes.


Files

PaperMarioLandingLagCancel.mp4 (3.89 MB) PaperMarioLandingLagCancel.mp4 JMC4789, 09/19/2021 04:02 AM
Actions #1

Updated by JosJuice about 3 years ago

  • Status changed from New to Accepted

This issue only happens when the TAS Input window is open. I believe it's due to the QueueOnObject calls in TASInputWindow.cpp not taking effect immediately.

The issue doesn't actually have anything to do with frame advance, it's just that the issue is much easier to notice when using frame advance.

Actions #2

Updated by JosJuice about 3 years ago

  • Status changed from Accepted to Fix pending
Actions #3

Updated by JosJuice about 3 years ago

  • Status changed from Fix pending to Fixed
  • Fixed in set to 5.0-15203
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