A quick count on teeth for my disc's of tron spinner is about 120 for a full knob turn.
The TurboTwist is higher resolution.
Youve mentioned that the hardware does not miss any signals.. which is very good to hear... But isnt much of the loss caused by windows and the actual game (and or emulator) programming itself?
IE: If a game is running too slow a frame rate cause the pc is underpowered.. and the programmer didnt take it into cosideration.. then the Mouse Polling may be delayed or most likly lost on many occassions....?
I believe win XP has more frequent most polling than win98se for instance. Not sure if theres a way to speed windows mouse pollings up.
Windows mouse functions are right up there on the priority list, so the whole system would be experiencing some difficulties before Windows interrupted mouse function. And 98SE works just fine with no loss.
Also, all hardware is not created equal. If the hardware is too slow, as is often the case with cheap mouse hacks or overtaxed processors, it will not sense every transition correctly. The result is most often "backspin." This is the absolute worst problem because it cannot be easily corrected for.
The issue you mention with the game software is never a real problem. This is remedied by simply reducing the sensitivity settings. As the hardware is functioning properly, it's still sending the proper movement information, apparently just too much. Reducing sensitivity to just below the point where backspin occurs fixes the issue. Tempest seems to be a title that is most affected by this.
Any finally, theres a question about direct signal -vs- the way windows mice actually read. Im just currious if theres a big difference in the way certain arcade machines are reading the optics compared to a typical mouse? I mean, the mouse itself has a built in processor correct? Whereas an arcade machine may compute things on the actual PCB - or in software itself? Maybe in a different way altogether...?
There's pretty much only one way to read a quadrature encoder wheel. The hardware produces a stream of relative positional data derived from the pulse train. What the software does with it afterwards is up to it, and in the case of emulation the emulator would translate that relative positional data back into the pulse train, so it would be handled pretty close to the original hardware. In other words, if the original hardware averaged the data from the pulse train, it will still do that. But a mouse, spinner, trackball and trackroller all make the same data. There's no magic there.
Ohh, one more... Can a device be turned off temporarily.. maybe via a button press ? My controlller will have several controls.. and I will want to disable non used controlls in case others are vibrtated into motion. Im not a fan of the 'sleep' method used in another encoder.
If anyone wants to do this, I can provide information on how to simply add a disable switch to the unit.
*edit* The other option is to use a separate axis or use a version of the software and OS that can properly differentiate two mouse controls. No possibility of interaction between controls this way. My favorite option would be to use the spinner as the Z axis with a version of MAME that deals with the sensitivity issue. Not only does it physically separate the axis from the trackball, but it also makes a way nifty scroll wheel for list navigation.
Maybe use of a special 'function' button being pressed and combined with other key presses to equal changes in settings for:
* Enable/Disable device...
Can be handled with a physical switch.
* Resolution (simulated tooth count values) 20,52,100,120 (Rolls back to 20..)ect.
Would be redundant, as virtually all software that uses a mouse for input also has a sensitivity setting which does the same thing.
* Change Axis X,Y,Z
Can already be easily handled with a soldering iron. The ability to change this often would be most attractive to the "tinkerers" and adding a drop of solder to the board should be no problem for this group. The other 95% won't care.
I appreciate the thoughts and suggestions, but truthfully, these things have already been considered and the product is the result of those design decisions.
RandyT