MegaGlest Forum
Archives (read only) => Glest Advanced Engine => General discussion => Topic started by: Kiko on 21 January 2012, 12:25:19
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I run GAE under Windows Vista on a dual-core PC with 2GB RAM, and in most respects it's fine. When I use MegaGlest I find a nice speed-up when disabling the graphical mouse pointer, which is very sluggish in both engines. The following .ini file setting works in MG but not in GAE – is there something similar in GAE which does work? (I can't find anything after hours of searching online).
No2DMouseRendering=true
Thanks in hope!
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i can kinda agree with this, there seems to be a tad bit of lag, which can get frustrating.
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i can kinda agree with this, there seems to be a tad bit of lag, which can get frustrating.
Yeah, it's quite bad on my machine once a game has a lot of units. Sometimes I miss selecting them correctly, and other times I can't tell where the mouse pointer is for a second or two! With an ordinary pointer in MG it's as fast as it usually is in Windows.
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The mouse should really be rendered in a separate thread so it doesn't get affected by any lag (unless there's another way to guarentee render time). Until then I've added an ini option to choose which mouse cursor type to use. The valid choices for RenderMouseCursorType are: ImageSetMouseCursor (default, uses images), CodeMouseCursor (hardcoded representation), OSMouseCursor. (commit 5de8487313..)
e.g. RenderMouseCursorType=OSMouseCursor
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Crazy. *why* is it slow? It should be exact same speed. Threads won't help. Its simply been implemented wrong.
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Not an issue for me now as I've gone over to Linux Mint and MegaGlest, using the normal desktop mouse cursor as the '3D' one is slower in Linux too. No worries any more. :)