Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
The old keepalive timer of 250ms (four forced reports when idle, per second) functioned, but was far longer than a single frame, meaning that stuck inputs could still definitely happen, just for short periods of time. This was fine when the only game we knew about was Ultimate Chicken Horse, which, while being a platformer, is not exactly the most precision-heavy game. However, we learned in beta testing 0.7.8 that the Hamster Arcade Archives also often exhibit this problem, especially games like Tetris: the Grand Master, where precision is absolutely important.
Turning the timer down to sub-frame (assuming 60 Hz input mechanisms) means we have a couple opportunities to force the correct input down to the PS4 within one frame, which in my testing to this point has eliminated any stuck/missed inputs in TGM.