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Slow Rumble Code in version 1.5?

Last post Wed, Aug 20 2008 2:31 AM by Brian Peek. 6 replies.
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  • Tue, Jul 22 2008 6:16 PM

    Slow Rumble Code in version 1.5?

    I have been using your Wiimote Library for quite awhile now, since version 1.2.0.0, and I have been keeping it up-to-date. But ever since I updated to version 1.5 (I'm not on 1.5.2) I have noticed my games lagging considerably. I tracked it down to the rumble functions. When I comment out the calls to make the Wiimote rumble my FPS receives a very serious hit. Is there something special with the rumble functions that I should be aware of? I'm am not continually calling the rumble function, it's right beside my create bullet code which happens only once per button press. Could it by any chance be my blue tooth adapter that is slow in sending the signal to the Wiimote? I only ask because the rumble function seems to be the only function that sends data back to the Wiimote, the rest are simply retrieving the data sent by it. But then again, why would sending that data slow down my processor? Thanks, ~Quinn
  • Thu, Jul 24 2008 3:37 AM In reply to

    Re: Slow Rumble Code in version 1.5?

    Looking at the code, I don't think anything has changed with respect to the rumble stuff.  Was it immediately after changing to the 1.5.2 lib that you noticed this?
  • Mon, Jul 28 2008 11:16 PM In reply to

    Re: Slow Rumble Code in version 1.5?

    yea, I'm now on 1.5.2 and I still get a performance hit. I recently took a friends dancing game and infused Balance Board support into it (really cool!). I wanted the Wiimote to rumble when the player is doing well and as soon as that rumble is called the fps gets shot. I only mention that because I know my friend is a better programmer then me, and usually makes his stuff efficient, while I tend to go down the slippery slope of hack it till it works. But two different games have now spit out the same problem... Anyway, just keep an eye out for it. If now else has had this happen then maybe its just something strange with the XNA Engine, or our underlaying framework. I haven't gone in a debugged this from the low level yet. Got bigger fish to fry. ~Quinn
  • Mon, Aug 11 2008 6:16 PM In reply to

    Re: Slow Rumble Code in version 1.5?

    Hi - I had a similar problem. The SetRumble-function blocks relatively long, so you better don't call it within your main game-loop. What you can do is make it asynchronous by calling it from a separate thread.
  • Thu, Aug 14 2008 8:49 AM In reply to

    Re: Slow Rumble Code in version 1.5?

    Hi I also noticed my program slowing down when I used setLEDs, so it has to be something with the sending proces I gues
  • Tue, Aug 19 2008 8:25 PM In reply to

    Re: Slow Rumble Code in version 1.5?

    i can confirm this. i am currently upgrading my project from version 1.2.1 and surely it never behaved like that.
  • Wed, Aug 20 2008 2:31 AM In reply to

    Re: Slow Rumble Code in version 1.5?

    I'll take a look at this for the next version...
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