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  • replied
    How does the mouse acceleration setting work? I enabled the tick box and set both values to zero, yet still had acceleration. 0.000001, still had acceleration.

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  • replied
    The new build had eliminated all lag on non meshed maps and drastically reduced on meshed maps still a little but more than playable now and overall performance has improved a lot. I am sure with a faster PC it would be completely gone. Took me a while to get used to it as it was way too fast and twitchy at first but after few matches I was up around middle to 2nd place against the veterans so all in all very happy now.

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  • replied
    Originally posted by Calypto View Post
    Probably resolution error. Try it on a smooth, flat surface. http://www.pcgamer.com/gaming-mouse-myths-busted/
    I tested all games over a couple of times. Only happens in UT4. In fact to get UT to act like the other games I had to set an acceleration to min values and enabled where it is not enabled in the other games.

    Interestingly even with acceleration now enabled the input still lags a lot

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  • replied
    Originally posted by Sk. Vlad View Post
    I just tested in a couple other games I play and do well in, I got the complete opposite result. It seems to behave like it has positive acceleration in all other games but negative in UT4. How strange. There is no setting for the mouse to even do this and even NA or turned off in the other games I tested.
    Probably resolution error. Try it on a smooth, flat surface. http://www.pcgamer.com/gaming-mouse-myths-busted/

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  • replied
    I just tested in a couple other games I play and do well in, I got the complete opposite result. It seems to behave like it has positive acceleration in all other games but negative in UT4. How strange. There is no setting for the mouse to even do this and even NA or turned off in the other games I tested.

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  • replied
    Oh wow, you're completely right, I just tried it in another game and got the same result. I've done these kinds of tests before though and never experienced anything like this so I guess I just assumed it was the games fault (it's like the opposite of mouse acceleration, so maybe some deceleration as you said, or maybe even my mouse just getting old)
    Or it might have something to do with the fact that I recently reinstalled my OS and haven't played anything except UT.
    I guess I just need to figure out what's causing this on my end then.

    Really sorry for hijacking this thread for so long. I hope I didn't interfere with any other investigation going on.

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  • replied
    Originally posted by spacelike View Post
    Stolid How far are you moving your mouse? Perhaps distance is a factor.

    I use a low sensitivity (less than 1 in this game) and have a 2ft mouse pad and I've been moving my mouse at least a foot while testing. For reference, just now I tried increasing my sensitivity up to 2 and just doing 180's I don't notice the issue nearly as much, or at all. The camera goes back more or less to its initial position even if I flick the mouse really fast. But regardless of sensitivity if I move the mouse around 1ft or more very quickly and then slowly return it to its initial position I can see that the camera is noticeably off from where it started.
    So maybe people who play with higher sensitivity and don't move the mouse as far never end up noticing this issue.
    I'm also moving over a foot while testing.
    TBH, this sounds like a negative acceleration issue on your mouse. You can't move the mouse as fast when doing it short distances so negative acceleration doesn't kick in. When you move the mouse a large distance you can really throw it and reach a high speed.
    It can't be related to distance alone, the game doesn't know how far you've moved your mouse in real life.

    I'm fairly certain this would show up in the exact same way in other games using the same test. You can try games that are known to handle the mouse input fine: Quake Live, CS:GO or Reflex all with raw input enabled.

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  • replied
    I also have an nvidia card, 980GTX but the rest of the system is totally different, AMD CPU and chip set and mouse is a corsair sabre. So unlikely hardware has much to do with it then.

    I also have my mouse sensitivity relatively low compared to most gamers. I set it on the mouse itself not in the game. I have like 6 built in presets and I run on the 2nd slowest.

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  • replied
    Stolid How far are you moving your mouse? Perhaps distance is a factor.

    I use a low sensitivity (less than 1 in this game) and have a 2ft mouse pad and I've been moving my mouse at least a foot while testing. For reference, just now I tried increasing my sensitivity up to 2 and just doing 180's I don't notice the issue nearly as much, or at all. The camera goes back more or less to its initial position even if I flick the mouse really fast. But regardless of sensitivity if I move the mouse around 1ft or more very quickly and then slowly return it to its initial position I can see that the camera is noticeably off from where it started.
    So maybe people who play with higher sensitivity and don't move the mouse as far never end up noticing this issue.

    @Sk. Vlad
    The mouse is Deathadder Chroma. I'm not sure what other hardware would play a factor, but I have a GTX 760, an i7 920 CPU, and 8gb of ram.

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  • replied
    Originally posted by spacelike View Post

    I think it might be framerate dependent. I just tried setting my framerate cap all the way down to 30 and then if you do the test I mentioned 3 posts up it is even more obvious. If I raise my framerate, or go to an area of a map where I get really high framerate then it's not as noticeable.
    It shouldn't be that way. Regardless of fps the screen rotation should still perfectly reflect how far the mouse moves.
    Mine does it regardless of the frame rate. there def is an issue. It could be a bug that's hardware dependent?

    Whats the specs of your PC?

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  • replied
    Just tried that again just now, same thing. Back when you could limit to any fps I even did it with 1 fps and it was still pixel perfect.
    Accuracy isn't the problem.

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  • replied
    Originally posted by Stolid View Post
    I've tested that often before and just tested it again now. It is pixel perfect for me.
    The only thing I notice is input lag.
    I think it might be framerate dependent. I just tried setting my framerate cap all the way down to 30 and then if you do the test I mentioned 3 posts up it is even more obvious. If I raise my framerate, or go to an area of a map where I get really high framerate then it's not as noticeable.
    It shouldn't be that way. Regardless of fps the screen rotation should still perfectly reflect how far the mouse moves.

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  • replied
    I've tested that often before and just tested it again now. It is pixel perfect for me.
    The only thing I notice is input lag.

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  • replied
    Confirmed! I got the exact same thing. I set up to blocks as stop points on my table and slid the mouse back and forth and the direction of fast movement always resulted in less distance panned on the screen. Mine wasn't as bad as yours but I missed a good 20ยบ of pan from an approximate 270 pan. I tried the speeds in the reverse and sure enough the same but in the reverse direction. Also if I repeated it over and over the overall position of my character would drift in the direction of the slower mouse movement.

    So it seems the faster you move the less the game acknowledges the input. I wonder if the click lag is tied to the mouse speed as well?

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  • replied
    Ok I just noticed a fairly big problem here that should hopefully be reproducible by Epic.

    In-game just do a slow 180 and see how far the mouse moves. Then try it again moving your mouse the same distance but as fast as possible.
    The difference in camera position is horrendous. This test doesn't even require any precise measurements at all because you can see it as plain as day, when moving fast the camera only makes it about 1/2 to 2/3 of the way around.
    I have a Deathadder Chroma mouse with all acceleration completely disabled.

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