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#ActualDemion

Posted 16 March 2014 - 06:31 AM


You’re aren’t currently timing when the key was pressed, you are timing when the key was pressed, plus some logic plus a call to new.

Good point. Although WM_KEYDOWN / WM_KEYUP approach (commented out) has no allocations and same results. Anyway in real game I need to determine which event happend (press or release) and then determine key, so I need to do this allocations.

 

Especially for you reupload and fixed - pastebin

 

Last test up to 65 ms delays, Vsync is only 16 ms.


#4Demion

Posted 16 March 2014 - 06:31 AM


You’re aren’t currently timing when the key was pressed, you are timing when the key was pressed, plus some logic plus a call to new.

Good point. Although WM_KEYDOWN / WM_KEYUP approach (commented out) has no allocations and same results. Anyway in real game I need to determine which event happend (press or release) and then determine key, so I need to do this allocations.

 

Especially for you reupload and fixed - pastebin

 

Last test up to 65 ms delays, Vsync is only 16 ms.


#3Demion

Posted 16 March 2014 - 06:31 AM


You’re aren’t currently timing when the key was pressed, you are timing when the key was pressed, plus some logic plus a call to new.

Good point. Although WM_KEYDOWN / WM_KEYUP approach (commented out) has no allocations and same results. Anyway in real game I need to determine which event happend (press or release) and then determine key, so I need to do this allocations.

 

Especially for you reupload and fixed - pastebin

 

Last test up to 65 ms delays.


#2Demion

Posted 16 March 2014 - 06:26 AM


You’re aren’t currently timing when the key was pressed, you are timing when the key was pressed, plus some logic plus a call to new.

Good point. Although WM_KEYDOWN / WM_KEYUP approach (commented out) has no allocations and same results. Anyway in real game I need to determine which event happend (press or release) and then determine key, so I need to do this allocations.


#1Demion

Posted 16 March 2014 - 06:25 AM


You’re aren’t currently timing when the key was pressed, you are timing when the key was pressed, plus some logic plus a call to new.

Good point. Although WM_KEYDOWN / WM_KEYUP has no allocations and same results. Anyway in real game I need to determine which event happend (press or release) and then determine key, so I need to do this allocations.


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