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It's a cool concept, but not something we aim to bring to an update soon.
Would this need to be implemented at the video level, though? Wouldn't it be possible to add latency to controller input before it is sent to the PID loop? Or would it be the same problem where you couldn't guarantee latency amount because of inherent latency that may or may not be in the user's system?
I know input latency != video latency but it would be nice to be able to close the gap a bit between what real flying and in-game flying feel like.
Thanks again!
Secondly, there's the moment on which Liftoff polls for this input value. Ideally, Liftoff would do this spread out evenly over the course of a second, but the reality of a game engine is that you do not have strict control over this. The game engine, by default, allows us to poll for a new input every frame (so this is FPS dependent on your system). We use an input plugin that circumvents this by allowing to poll the input every physics update. This one happens at 500Hz, but unfortunately, isn't spread out nicely over this one second. These physics updates happen in bursts per frame, like 12-17 physics updates per regular update, depending on your FPS, which means, polling the remote in these updates will likely yield the same input result in this burst. You can implement some kind of a queue that simulates a delay, but since there's quite a bit of time variables and stretching at play in this scenario, it will almost not give a desired result, let alone that we would like our users to specify this delay.
edit: confirmed. set monitor to 20Hz, Set LiftOff to vsync on, triple buffering. you can get a full stick deflection before seeing any response on the screen. almost unplayable. the correct setting is probably more like 40Hz.
edit2: after much testing i have a couple very rough measurements. This is likely particular to my pc obviously.
monitor at 120hz, vsync triple buffering = 6.7ms latency
monitor at 60hz, vsync triple buffering = 14.7ms latency
These numbers seem too low, but that's what i measured. At least it proves that 60Hz is about double latency of 120Hz so its at least in the ballpark.