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Cursor: mousepointer flickers when moving the mouse #6319

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DorpsGek opened this issue Jun 14, 2015 · 2 comments
Closed

Cursor: mousepointer flickers when moving the mouse #6319

DorpsGek opened this issue Jun 14, 2015 · 2 comments
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component: interface This is an interface issue flyspray This issue is imported from FlySpray (https://bugs.openttd.org/)

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@DorpsGek
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3dmaxb00n opened the ticket and wrote:

Hi,

I noticed the following Problem since V1.4.2. Do not know, if it existet in earlier versions. I do not know, if it affects other OS.

When moving the mouse around, the cursor flickers. The strength varies from barely visible to invisible. This effect is heavier, when the game is paused. When unpaused, the cursor flickers but remains visible enough. I explained the problem in the forum here: https://www.tt-forums.net/viewtopic.php?t=71149# p1129732.

I have a Logitech g500 mouse with 4400dpi and 500 signals per second. If I lower the values, the flicker is less heavy. With standard office mouse types, the problem is gone. If I connect my G500 to my Laptop and play the game there, the flicker effect appears. I do not have other mice to test.

Hope this gets fixed.

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Reported version: 1.5.1
Operating system: Windows


This issue was imported from FlySpray: https://bugs.openttd.org/task/6319
@DorpsGek
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3dmaxb00n wrote:

Sorry for confusing you but I have to correct a fact I gave you.

I retried lowering the values for the g500 but the mouse still flickers very heavily when moving. Even on 200dpi and 125 signals per second (lowest values for g500).


This comment was imported from FlySpray: https://bugs.openttd.org/task/6319#comment13976

@DorpsGek DorpsGek added component: interface This is an interface issue flyspray This issue is imported from FlySpray (https://bugs.openttd.org/) bug labels Apr 7, 2018
@TrueBrain
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3 years later. No other reports. Sorry, going to close the ticket. Feel free to reopen if you feel it is just.

TrueBrain added a commit to TrueBrain/OpenTTD that referenced this issue Feb 22, 2021
… frame

When we clip the region that is only been redrawn, something
weird happens on Windows. When pushing 60 frames per second on a
60Hz monitor, it appears that the clipped region is often shown
of another frame, instead of the current.

Examples of this are:
- pause the game, move your mouse to the left, and at the right
  speed it totally disappears.
- fast aircrafts seem to be in several places at once, weirdly
  lagging behind.
- in title screen, moving your mouse gives you the idea it is
  jumping places, instead of smooth movements.

In the end, if you do nothing, everything is correct, so it is
eventually consistent. Just when we are firing many BitBlt in
a clipped region, the in-between is not.

What goes wrong exactly, I honestly do not know. On every frame
that we push to the DC is a mouse painted, but visually it
sometimes appears like it is not. Recording with external software
shows it really is there.
It is also not our eyes playing tricks on us, as the first example
makes it really clear the mouse pointer really is not painted.

And to be clear, with the mouse this is easiest reproduceable,
as high-speed objects are influences by this most. But this happens
for all movement that redraws small regions.

Either way, not using clipped regions resolves the issue completely,
and there appears to be little to no penalty (I failed to measure
any impact of drawing the full screen). So better have a good game
than fast code, I guess?
@michicc michicc reopened this Feb 22, 2021
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component: interface This is an interface issue flyspray This issue is imported from FlySpray (https://bugs.openttd.org/)
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