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  • [OFFICIAL] Mouse Input investigation

    Hey everyone, I have been doing some research on the mouse input concerns as it is something the community has been bringing up time and time again. I read through the entire giant mega thread from awhile back and decided to start a fresh and new thread with the issue.

    Pete Knepley worked with you guys in the past to try and find possible solutions. He will still be involved in this however I am going to be a conduit to help find a repro that he can perform. This is the biggest challenge with this issue right now; trying to take an input issue that is primarily felt by the user and not really seen, then translating the issue where it can be confirmed by the devs so they can develop a solution for it.

    Through several scenarios I have noticed a few situations where the mouse input was feeling wonky or off to me personally. These scenarios ranged from testing on 60hz vs. 144hz monitors to different FPS caps. However there can be many causes to this issue ranging from system performance, engine, latency/lag, or possibly other gameplay mechanics that may have influence on aim, such as movement.

    The goal here is to try and separate placebo from hard data, which is easier said than done. I want to have hard evidence that points to something specific so we know where to look without spending too much time chasing phantoms.

    We do not want this thread to descend into unproductive discussion, the entire purpose for this is to focus purely on technical data and evidence. Any flaming, out of line, or off topic comments will be addressed immediately.

    As stated in this reddit thread - having the following information will be helpful. I will catalog all of this information so we have a reference point to feed off of:

    • DXDiag (CPU, GPU, Ram, Current GPU Drivers, etc)
    • Monitor Specs and current Refresh Rate (60hz, 120hz, 144hz, etc)
    • Mouse Specs - Brand, Polling Rates, DPI, etc.
    • Screen settings in UT (Windowed, Windowed(Fullscreen), Fullscreen, vsync on or off, etc)
    • UT Mouse Settings
    • Windows Mouse Settings (is enhanced pointer precision enabled, etc) - this should not have an impact at all because of how UE4 uses mouse input but I would like to have this information tracked.
    • If you have customized your UT .ini files for better ‘performance’ or ‘input’ please share those as well.
    • If you have any information / videos that showcase the input issues you're experiencing this will help as well - granted this will be much harder to read, it will at least give us an idea of what to build a test case around.

    Here is what we do know

    Engine: If this is an engine issue this may be related to 'Input-to-Photon' vs. 'Raw-Tick-Rate'.

    • Quake Live: runs at 150 fps, without a GPU thread or threaded renderer, this puts their input-to-photon time theoretically at 7 ms. Note that this is possibly capped by the refresh rate of the monitor and your computer may run Quake Live even faster than that.
    • Unreal Tournament: runs at 150 fps with a GPU thread and a threaded renderer, leaving our input-to-photon time at 21 ms to 28 ms.


    We have plans to improve input-to-photon. When the engine fully moves to DX12, this should give us a full frame of latency back. There are other very large work items, like running our render and game updates on a single thread or decoupling framerate and network traffic to bypass the 150 fps limit.

    Game Mechanics: Strafing Left and Right may be one related issue to mouse input being thrown off. Strafing left and right in UT has an acceleration and deceleration event. The abrupt change of moving left to right or vice versa may be causing the users aim to be thrown off. This can be felt really well by trying to maintain your crosshair on a fixed target while strafing left and right.

    Performance: There can also be an underlying issue with mouse input and performance, this is an issue that is experienced in other games and could be considered a separate issue entirely.

    The most important thing is that we try to find data that can be quantified. This will not be an easy task, nor a quick one, but I’m hoping that we can work together to find an answer to this concern.

    Thank you all, I look forward to working with you.

  • #2
    There's a guy named Chris - he's doing really nice videos about input latency in games on his channel on YouTube - called Battle(non)sense (but mostly focused on BF, CSGO and Overwatch). I think he could help (if we ask nicely ) with practical data and measurments (as he got high speed recorder and other equipment). I've contacted him a while ago and he did responded but wasn't sure if game is worth looking while being so early prototype.
    - got sig? -

    Comment


    • #3
      I would like to help with this in any way I can. One thing I would like to point out is that a good deal of the people that I have dealt with who have experienced this problem did not experience it in editor builds, even playing the game through a custom built editor. Is it possible that the PAK system/UFS problems are contributing to this?
      HABOUJI! Ouboudah! Batai d'va!
      BeyondUnreal - Liandri Archives [An extensive repository of Unreal lore.] - Join us on IRC [irc.utchat.com - #beyondunreal]

      Comment


      • #4
        CPU: Intel Xeon X5460 @ 4GHz
        RAM: 8GB DDR3
        GPU: AMD Radeon HD 6870
        GPU drivers:
        Code:
        Driver Packaging Version	15.201.1151.1008-151104a-296217E
        Provider	Advanced Micro Devices, Inc.
        2D Driver Version	8.01.01.1500
        2D Driver File Path	/REGISTRY/MACHINE/SYSTEM/ControlSet001/Control/Class/{4d36e968-e325-11ce-bfc1-08002be10318}/0000
        Direct3D Version	9.14.10.01128
        OpenGL Version	6.14.10.13399
        Mantle Driver Version	9.1.10.0083
        Mantle API Version	Not Available
        AMD Catalyst Control Center Version	2015.1104.1643.30033
        Windows 10 Pro build 10586
        Here's DxDiag if you need it: DxDiag.zip

        Monitor is a CRT (minimal processing lag), connected through DVI-I, running UT4 at 134Hz (also tried 160Hz, no real difference)

        Mouse is a Logitech G100s, 1000CPI, 500Hz polling rate

        UT screen settings: 800x600@134Hz true full screen, VSync unchecked, 136 FPS cap (tried capping with outside program, and uncapped; didn't make a difference), Smooth Framerate unchecked, Screen Percentage 100%, Graphics settings all on Low, Reflection Environment Mapping and Tone Mapper Film unchecked in Advanced Options, Skip GPU Buffering checked.

        Windows mouse settings: Pointer Precision unchecked, 6/11

        .ini has r.OneFrameThreadLag 0 in it, which reduces the amount of perceivable input lag. Default setting is 1, which noticeably increases the amount of input lag.

        Other information: While movement plays a part in how the mouse input is perceived (the slow and floaty dodging makes it feel worse), even if you stand still and move only your mouse, you can notice that UT4 has more input lag than UT99/Reflex/QL.

        Comment


        • #5
          Awesome, lets get this fixed!


          Corsiar Sabre Gaming Mouse set set to 1500 X1500 DPI with the Corsair software.


          Device Name: Corsair Gaming SABRE RGB Laser Mouse
          Attached: 1
          Controller ID: 0x0
          Vendor/Product ID: 0x1B1C, 0x1B19
          FF Driver: n/a

          Device Name: Corsair K40 Gaming Keyboard
          Attached: 1
          Controller ID: 0x0
          Vendor/Product ID: 0x1B1C, 0x1B0E
          FF Driver: n/a


          ------------------
          System Information
          ------------------
          Time of this report: 9/30/2016, 12:33:39
          Machine name: INFERNO
          Machine Id:
          Operating System: Windows 10 Pro 64-bit (10.0, Build 14393) (14393.rs1_release_inmarket.160906-1818)
          Language: English (Regional Setting: English)
          System Manufacturer: ASUS
          System Model: All Series
          BIOS: BIOS Date: 08/15/14 15:17:17 Ver: 21.03
          Processor: Intel(R) Core(TM) i5-4670K CPU @ 3.40GHz (4 CPUs), ~3.4GHz
          Memory: 16384MB RAM
          Available OS Memory: 16322MB RAM
          Page File: 5498MB used, 17231MB available
          Windows Dir: C:\WINDOWS
          DirectX Version: DirectX 12
          DX Setup Parameters: Not found
          User DPI Setting: Using System DPI
          System DPI Setting: 96 DPI (100 percent)
          DWM DPI Scaling: Disabled
          Miracast: Available, with HDCP
          Microsoft Graphics Hybrid: Not Supported
          DxDiag Version: 10.00.14393.0000 64bit Unicode

          ---------------
          Display Devices
          ---------------
          Card name: NVIDIA GeForce GTX 980
          Manufacturer: NVIDIA
          Chip type: GeForce GTX 980
          DAC type: Integrated RAMDAC
          Device Type: Full Device
          Device Key: Enum\PCI\VEN_10DE&DEV_13C0&SUBSYS_29813842&REV_A1
          Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_ENUMERATOR|DN_NT_DRIVER]
          Device Problem Code: No Problem
          Driver Problem Code: Unknown
          Display Memory: 12221 MB
          Dedicated Memory: 4060 MB
          Shared Memory: 8160 MB
          Current Mode: 1920 x 1080 (32 bit) (60Hz)
          Monitor Name: Generic PnP Monitor
          Monitor Model: ASUS VN247
          Monitor Id: ACI24C3
          Native Mode: 1920 x 1080(p) (60.000Hz)
          Output Type: HDMI
          Driver Name: C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispiwu.inf_amd64_9ff5ab165faead52\nvd3dumx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispiwu.inf_amd64_9ff5ab165faead52\nvwgf2umx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispiwu.inf_amd64_9ff5ab165faead52\nvwgf2umx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispiwu.inf_amd64_9ff5ab165faead52\nvwgf2umx.dll
          Driver File Version: 21.21.0013.6909 (English)
          Driver Version: 21.21.13.6909
          DDI Version: 12
          Feature Levels: 12_1,12_0,11_1,11_0,10_1,10_0,9_3,9_2,9_1
          Driver Model: WDDM 2.1
          Graphics Preemption: DMA
          Compute Preemption: DMA
          Miracast: Not Supported
          Hybrid Graphics GPU: Not Supported
          Power P-states: Not Supported
          Driver Attributes: Final Retail
          Driver Date/Size: 7/31/2016 8:00:00 PM, 17799424 bytes
          WHQL Logo'd: n/a
          WHQL Date Stamp: n/a
          Device Identifier: {D7B71E3E-5080-11CF-0F41-8C091BC2D835}
          Vendor ID: 0x10DE
          Device ID: 0x13C0
          SubSys ID: 0x29813842
          Revision ID: 0x00A1
          Driver Strong Name: oem59.inf:0f066de3ad09d9de:Section090:21.21.13.6909ci\ven_10de&dev_13c0
          Rank Of Driver: 00D12001
          Video Accel:
          DXVA2 Modes: DXVA2_ModeMPEG2_VLD DXVA2_ModeVC1_D2010 DXVA2_ModeVC1_VLD DXVA2_ModeH264_VLD_Stereo_Progressive_NoFGT DXVA2_ModeH264_VLD_Stereo_NoFGT DXVA2_ModeH264_VLD_NoFGT DXVA2_ModeHEVC_VLD_Main DXVA2_ModeMPEG4pt2_VLD_Simple DXVA2_ModeMPEG4pt2_VLD_AdvSimple_NoGMC
          Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
          {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
          {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
          {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
          {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
          {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
          {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
          {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
          {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
          {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
          {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
          {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
          {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
          {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
          {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
          {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
          {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
          D3D9 Overlay: Supported
          DXVA-HD: Supported
          DDraw Status: Enabled
          D3D Status: Enabled
          AGP Status: Enabled
          MPO Caps: Not Supported
          MPO Stretch: Not Supported
          MPO Media Hints: Not Supported
          MPO Formats: Not Supported
          Last edited by PayBack; 09-30-2016, 02:06 PM.
          PayBack
          Come Join UT4Pugs.com on Discord! https://discord.gg/nx5Gnbx
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          Comment


          • #6
            The move towards DX12 and uncapping framerates while nice, seems like a non solution, at least as a general one that will apply to almost everyone. Even 2 years from now not everyone will run software and hardware that is capable of handling dx12 and the majority of gamers probably won't be able to achieve stable fps that is significantly higher than 150.

            As far as getting quantifiable data, by far the easier way would be to go the route of flood's input lag measurements. $50 worth of hardware that can measure sub millisecond input lag.
            Even with all that data the problem as to finding out what the cause is isn't straightforward. Assuming it will show a significant input lag (which it will) it doesn't necessarily mean it is the main cause. The only way to make sure is to reduce the input lag to QL or CS:GO levels and then play again to see if it feels good. So to even get to the point of finding out if it's something other than input lag would require solving the problem of input lag first. Because of how the engine works this seems unfeasible at this point.

            Having said that, there are a handful of UE3 games that have better mouse input than UT4/UE4 and AFAIK (correct me if I'm wrong) that engine has the same limitations/rendering architecture UE4 has as far as input lag. If that is indeed the case then an input lag test could in theory show some additional input lag (extra frames or otherwise) that UE4 has on top of UE3. Since it shouldn't show that effect it would be a discovery of a bug and open up a way of investigation.

            In the short term I'm personally most interested in the forward renderer that is being developed as it should give higher fps and lower input lag. Even though it is being developed for VR I hope the UT team puts some resources towards supporting it and soon making it possible to enable in UT as well.

            Comment


            • #7
              tl:dr

              Not sure if it's been mentioned but the USB port plays a big roll, yes, roll like a roll of bread, lol. But seriously though if the controller hub is on a timer system like IRQ it can effect the input. Also, if multiple devices are on the IRQ e.g. 16 there can be some interference. I use to game on USB 2.0. All through UT3 and some of UT4. I recently swapped out my EVGA board for an X58 board with a USB 3.0 board. I didn't know USB 3.0 ran devices in MSI mode. The USB 3.0 hub/controller is xHCI. The movement and syncing with the game is as huge as going to an SSD or from a 60Hz to a 144Hz monitor. The difference is noticeable in every single game I play. From UT4 to CS:GO and Rising Storm. The point is we also have to look at the internals of how our devices are running.

              EDIT: another thing is if you are doing registry editing with your TCP stack e.g. TcpAckFrequency and it's set to 1 then you are going to have input lag due to the amount of networking congestion going on. It's not noticeable with 1v1 but a full server will moderately to severely effect your pc's performance. It may not be noticeable on high end modern Intel Processors but it's noticeable on legacy platforms.
              Last edited by 213; 10-01-2016, 10:05 AM.
              X58 i7 970 4.2GHz HT on, GTX 1070, 144Hz 1ms, 1080p in-game res.

              Comment


              • #8
                1. Operating System: Windows 10 Pro 64-bit (10.0, Build 14393)
                2. System Manufacturer: ASUS Z87 Pro
                3. Processor: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz (8 CPUs), ~3.9GHz
                4. Memory: 16384MB RAM (Kingston HyperX Fury PC14900)
                5. Card name: NVIDIA GeForce GTX 1070
                6. Dedicated Memory: 8145 MB
                7. Current Mode: 2560 x 1440 (32 bit) (120Hz)
                8. Monitor Name: Crossover
                9. Monitor Model: 27QHD
                10. Native Mode: 2560 x 1440(p) (59.951Hz)
                11. Output Type: DVI
                12. Driver: 372.70-desktop-win10-64bit-international-whql
                13. Mouse: Logitech G502 Proteus Core (DPI: 900/1800/3000: 1800 for UT) Polling Rate: 1000
                14. Windows mouse options: Motion (pointer speed): Medium / No enhanced precision, no snap to, etc.
                15. Sound (Onboard): Realtek ALC1150 8-Channel
                16. Keyboard: Logitech G105

                In-game settings:

                1. No mouse smoothing, sensitivity: 8.77, no acceleration
                2. Fullscreen, no Vsync, Epic settings, FXAA @ 120Hz (monitor refresh rate)
                3. No custom .ini changes

                I don’t notice any significant input lag. No crashes, stutters, or problems running the game at all. My UT install is vanilla; I don’t play often and don’t want to make any changes to the game files (I want the ‘raw’ experience of new builds). Thanks for doing this Epic (even though I don't perceive any problems).
                My Unreal game collection.
                Unreal series screenshots (2560x1440)

                Comment


                • #9
                  This is absolutely fantastic news that Epic is doing some research on the mouse input! Thank you for understanding and looking into it! I am willing to contribute any more evidence if needed. Just give me a PM on discord or the forums!
                  Steam
                  irc.globalgamers.net #galaxy #unrealtournament #ut4pugs
                  UT Username - nvz
                  gg! Galaxy Gaming Community


                  SPECS
                  || Core i5-4670k @ 4.2 gHz || ASUS GTX 1070 4GB VRAM ||ASUS VG248QE ‑ 24in 144Hz || Random 54 inch TV || Mouse - Razer Deathadder Chroma || Keyboard - Microsoft Sindwinder X4 || Case - Cyberpower Titan X || 16 gb DDR3 RAM || Logitech g930 Wireless Surround sound Headset || Steelseries QCK heavy + Mouse pad ||

                  #PREALPHA

                  Comment


                  • #10
                    Not gonna lie, this is a step in the right direction.
                    Contact me: (Steam: Neillithan) (E-mail: neilvmoore@gmail.com)

                    Comment


                    • #11
                      To solve this problem, this is where I would start. Disclaimer: The following is just an educated guess, and it's probably exactly what "input-to-photon" is referring to.

                      Naturally, there's a ton of stuff happening with the engine during every frame. And from what I've seen, it's safe to say that there have been some "shortcuts" taken to implement certain features as quickly as possible, which usually means things aren't as efficient as they could be and/or the order (priority) of events is less than ideal. So with that said, I would bet that, upon each frame (tick), processing the input is towards the end of the event loop, when it should be at the very beginning. Because if input is processed first (at the beginning of each frame), which should ultimately update the client's entire game state, when the actual rendering occurs during the remainder of the frame (tick), the rendered frame will more accurately represent/reflect the change caused by the input. Whereas, like it is currently (just an assumption), the input is processed towards the end of the frame, which means the rendered frame can't possibly accurately reflect the change in input and results in perceivable mouse lag.

                      Figure out how to process input before everything else during each frame, and I think the problem will be solved.
                      Creator of NewNet for UT99

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                      • #12
                        I already posted on the Reddit thread, but here it is again. Hope it helps!

                        DxDiag
                        • Samsung 1920 x 1080 60Hz monitor
                        • UT4 important graphic settings: Fullscreen, VSync: off, Frame rate cap: 0, smooth framerate: off, Skip GPU buffering: off.
                        • UT4 graphic settings: Screen percentage: 100%, Texture high, view distance medium, everything else low, FOV: 100
                        • Mouse: Logitech G500, 500DPI, Polling rate: 500
                        • UT4 Mouse settings: mouse smoothing: off, invert mouse: off, mouse sensitivity: 2.0, mouse acceleration: off, acceleration amount: 0.0, acceleration max: 0.0
                        • Windows mouse settings: bar in the middle (6th option), enhance pointer precision: off
                        • On textured maps, I run 70 - 100fps with 8-12ms delay. The issue I have is I feel that the screen lags behind on the mouse movement. Not so much that it's super dramatic, but I can feel it. It feels a bit like vsync.. Don't know well how to describe this. Also, when I measure my mouse settings (full mouse mat sweep on a 360 angle), I don't really get the exact same distance. I feel like the speed with which I move my mouse could have an impact on the sensitivity.

                          Also my CPU is OC'd to 4.5Ghz (native 3.3Ghz)

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                        • #13
                          Resolution: 1920x1080
                          Monitor Size: 24" 144 Hz
                          GPU: 970 - Vsync Disabled
                          Mouse: Zowie FK2 at 400 DPI
                          Windows 10 Sensitivity: 6 (Precision is unchecked)
                          In-game Sensitivity: 0.75

                          I can maintain a constant 150 frame-cap at full resolution. However, the mouse is much "tighter" when I play at 800x600. The only problem is that I can barely see my targets at such a low res. The mouse felt much better when I was able to bypass the 150 frame cap. The only issue was that anything above 150 would result in horrid network performance.

                          Could this at all be tied to the way UT deals with networking? You can test this by playing on a local server. After that, go and play on a server that's overseas. The mouse will feel way more floaty.



                          It's great that you guys are looking into the mouse issue. However, I think the networking is a far bigger problem.
                          www.mouserpad.com

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                          • #14
                            Are we talking about mouse click input lag, or mouse movement input lag?
                            X58 i7 970 4.2GHz HT on, GTX 1070, 144Hz 1ms, 1080p in-game res.

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                            • #15
                              Movement.

                              I cant notice it to be honest. Sometimes if I focus on it, it feels like a delay, but it could quite easily be a trick of the mind.
                              Current Main Issues: Tri-Rox (Remove), Scoreboards lack player stats,Team Balance.

                              My Pre-Alpha Highlights 2016 to early 2017 https://www.youtube.com/watch?v=IKlKQ349o8A | http://plays.tv/u/Smurgl

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