Throwing in a timestamp for every event would just be a lot of overhead for the vast majority of users who won't need it.
Which is why I suggested making it optional using an #ifdef.
(and that's a pretty low frame rate. Usually framerate will be about 500 fps)
I don't know what kind of supercomputer you have, but in most games my fps aren't even close to 500. A couple of sprites, sure. But a more complex 3D game? (Which is what I'm ultimately aiming for, like I said.) Nope.
For games with either very high keypress rates (RTSes) or twitch-based games (FPSes), high resolution input is important.
This.
If you have a game without thread-safe input handling, grab it in a separate thread, add your own time stamp, lock a shared queue, enqueue the event(s), then let the main thread dequeue and handle.
That would be a possible workaround, thanks.
So yes, it is a completely valid point, but not one that should be added to SFML since most won't utilize it (making use of "fractional input" requires special design considerations) and most also won't need such high input resolution.
I can understand that. Well, there's nothing keeping me from adding it to SFML myself, right?
Unfortunately this is something that has to be designed from the very beginning, but won't be noticed until the very end... I'm only thinking theoretically here, since it'll be another couple of months/years before I'll have a game where this
might make a difference. (I'm planning to keep the Input Handling though, which is why I'm thinking about it now.)
Anyway it's good to discuss stuff before adding it, thanks for all the thoughts so far.
Mr. Wonko