Hi guys,
possibly a newbie question - but is there a severe performance cost to
a call to sceCtrlReadBufferPositive(&pad, 1); or to repeat calls to it?
I had an app going easily 60 fps but an extra call to this function slowed it down to 30 fps - even if I disabled a lot of other stuff. It's almost if it forced a wait of a full frame. Any ideas?
Thanks in advance. :)
performance cost of sceCtrlReadBufferPositive() ?
Thanks for confirming this. Still wondering why, as it does seem that there's a delay comparable to forcing an extra 1/60th of a second wait (or waiting for next retrace).
Also slightly paranoid now that even the single call could take half a frame... but don't have profiling code in place to test this in any way.
Also slightly paranoid now that even the single call could take half a frame... but don't have profiling code in place to test this in any way.
The problem is probably that the controls cannot be sampled quicker than 1/60th of a second, and if the function detects that it has been called with a shorter interval than this, it stalls until such time has passed.whizz wrote:Thanks for confirming this. Still wondering why, as it does seem that there's a delay comparable to forcing an extra 1/60th of a second wait (or waiting for next retrace).
Also slightly paranoid now that even the single call could take half a frame... but don't have profiling code in place to test this in any way.
GE Dominator