Thumper
Slick Oct 17, 2016 @ 1:25pm
Please, we need to be able to sync.
I'm only at 2-11 and the amount that I have to hit early is just unbearable. Even at the tutorial at the very very beginning, I'm 100% sure I'm hitting the spacebar at the right moment and I'm "late" according to the game. To be "accurate" I need to actually hit the button at about 0.9 in the "3-2-1" countdown -- like RIGHT after the 1 rather than where 0 would be.

We have GOT to be able to sync up this game! Preferably automatically like in Rock Band, where you have a generic click track playing and you press a button along with it.
Last edited by Slick; Oct 17, 2016 @ 1:26pm
Originally posted by Marc Flury:
Hey Dr. Now,

After some investigation and experimentation we determined that a calibration feature (as found in other rhythm games) is not really possible for Thumper. Or at least it wouldn't make much sense. Basically, traditional calibration methods can't reduce latency. They *add* either audio or video latency to get the audio/video to match up. With Thumper, you really need *both* low video and audio latency for a good experience. That's partly because of how Thumper works on a technical level, but mostly because of the type of game it is (it's a rhythm game, but also a fast-paced action game).

Anyway, looking at your specs, I can't see any good reason why you have so much input lag. What about with keyboard controls? If those work well, then the issue must be with the controller input. Thumper has native support for PS4 controllers, so you could also try disabling inputmapper/DS4 and see if that makes any difference.

Last thing we want is you stuck with a game you can't play, so please do go ahead with the refund if you don't want to troubleshoot further.

And thanks for posting.
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Showing 1-15 of 27 comments
Marc Flury  [developer] Oct 21, 2016 @ 7:24am 
We're working on a calibration feature.
Slick Oct 21, 2016 @ 5:44pm 
Very glad to hear it, looking forward to seeing it!
Ion Halo Dec 16, 2016 @ 6:16pm 
My delay is really bad too. I am going to refund the game until this fix is in. I'm looking forward to being able to play!
Marc Flury  [developer] Dec 17, 2016 @ 6:59pm 
Some latency/calibration support is still on the way, but I wanted to mention (1) first make sure you're at 60 FPS and adjust the video settings if you're not.

And (2) the latest update includes a new DirectX 11 renderer. On some systems, this *might* reduce video latency by a frame or two. The older version of the game wasn't disabling Window's video frame buffering, but now it should be disabled.
Ion Halo Dec 25, 2016 @ 7:58pm 
Originally posted by Marc Flury:
Some latency/calibration support is still on the way, but I wanted to mention (1) first make sure you're at 60 FPS and adjust the video settings if you're not.

And (2) the latest update includes a new DirectX 11 renderer. On some systems, this *might* reduce video latency by a frame or two. The older version of the game wasn't disabling Window's video frame buffering, but now it should be disabled.

Thanks for your amazing work on this, it is greatly appreciated.

I re-purchased the game and changed my rating to recommended. The latency is MUCH better in my Oculus, but it's still just slightly off. I'm still pressing about 0.3 seconds early to not miss anything. It's so maddeningly close to perfect.

Keep up the great work. Youve got something special here.
Slick Dec 25, 2016 @ 9:12pm 
... 0.3 seconds is an age! The beats aren't even 0.3 seconds apart!
Slick Mar 15, 2017 @ 11:01am 
This is disappointing. Haven't heard a peep on this in a month and a half.

I feel like I should have just gotten a refund as soon as the calibration was off by so much :-/ It's especially disappointing to see multiple updates go by with new feature sets... when some of us literally can't play the game we paid for at all.
Marc Flury  [developer] Mar 16, 2017 @ 6:11am 
We are still working on it and I'm sorry it's taken us this long. It's not a simple addition unfortunately. But we still are committed to doing it and hope to have it in the next update.
dannyburke03 Mar 26, 2017 @ 1:47pm 
Hope this is alright to ask, but when can we expect the said update to release and therefore the calibration? Also, how far is the calibration feature along? Thanks.
Marc Flury  [developer] Mar 29, 2017 @ 8:55pm 
Sure, fine to ask! I hope to get the feature into our experimental branch for yours and others feedback later this month. We've been derailed too often, but we're committed to making this the next feature we add (aside from important fixes). The final version of calibration will hopefully be ready before the end of April.
Vince ✟ Apr 13, 2017 @ 9:19pm 
So this is an issue for mouse and keyboard users only I assume? Something to do with those not using a controller?

I'm interested in picking this up, but unsure as to how it is affecting most users.. I'm not seeing much on any issues except on this thread.
Vegaetalus Apr 13, 2017 @ 9:26pm 
I definitely had issues when using keyboard. Long-time Stepmania KB player here. The game seems to be calibrated for gamepads, somehow, because when I switched to my XB1 controller it was fine.
dannyburke03 Apr 30, 2017 @ 4:48pm 
Any progress? It's almost May and I still haven't heard of any progress on the calibration in a while.
Marc Flury  [developer] May 2, 2017 @ 7:49am 
Hey, we are late on this and it's my fault!

I've been working on it and it's proven difficult. To be clear, I can't eliminate or reduce latency, I can only (hopefully) mitigate its effects on the gameplay experience. Do you know what your particular issue is rooted in? Audio, input, or video latency? I'd like to get something up on our experimental branch soon and if you're willing to test it out and report back, that would be great!

Depending on what your issue is, there might be other things that can be done on your end to help. Happy to work through those options with you too.

We're going to release a new update soon that fixes some bugs and improves performance overall. It will also lay the groundwork for the calibration feature.
dannyburke03 May 2, 2017 @ 5:16pm 
It's simply audio latency. When I mute the sound, there is absolutely no delay between hitting the input and getting the output. However with sound, I simply have to go off of the visuals, and not the audio (which is difficult).

I am quite excited to see how the calibration pulls off!
Last edited by dannyburke03; May 11, 2017 @ 2:22pm
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