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Mouse rate vs game fps

by Honzik1 on 01/14/2012 17:59, 50 messages, last message: 04/20/2012 21:14, 17876 views, last view: 05/18/2024 16:49

I have a problem. When I set the maxfps to 180, 240 or 300, my mouse still lags sometimes. Mouse feels like it change sensitivity during that lags but the fps indicator shows still a max value. I have tested 2 different mouses.

For many games is 40 fps (or vsync on) enought for confortable playing. Then mouse rate is normal and moves feels not delayed. Why it is not same in Sauer? For Vsync ON I see that mouse moves are also delayed.

For Sauer fps = mouse rate?

Thanks for answer!

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#11: ..

by Drekow on 01/17/2012 21:01

I have got a "similar" problem that solved using less polling rate.

instead of 1000hz putting 125hz

The mouse fell the same to me.

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#12: ..

by Honzik1 on 01/17/2012 21:48

"problem that solved using less polling rate." But problem is not solved. You dont need gaming mouse then.

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#13: ..

by Drekow on 01/19/2012 21:44

If you have a nvidia you can see if putting thread optimization off help to solve the mouse lag problem.

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#14: Re: ..

by Razgriz on 01/19/2012 22:40, refers to #13

4000 Yesterday 04:12 am eihrul : mouse warping cleanups

you guys will sleep easy now knowing that the mouse problems have been rectified it the SVN. so hang in there.

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#15: ..

by Honzik1 on 01/19/2012 22:49

I found this:
http://en.wikipedia.org/wiki/Screen_tearing

Wiki say: Input lag is with Vsync normal....

For limited FPS I see small screen tearing, you too?

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#16: Re: ..

by suicizer01 on 01/19/2012 23:46, refers to #15

So... what do you want?
1. Putting vsync on, which makes you having no screen tearing and looking damn great (and is automaticly capped to 60fps)?
2. Putting vsync off, which makes you have less to no lag in framerate (and having a capped framerate of 1000)?

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#17: ..

by Honzik1 on 01/20/2012 07:14

"So... what do you want?"
I want no screen tearing for /maxfps 180 ...its all. Now I have to use maxfps 1000 so I see no mouse tearing and no input lag BUT my notebook is pretty noisy now.

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#18: ..

by Honzik1 on 01/20/2012 07:15

*CORRECT: "...no screen tearing and no input lag..."

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#19: Re: ..

by Q009 on 01/20/2012 08:45, refers to #18

Easy. Get 180Hz screen. You'll have no tearing and no input lag :P

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#20: Re: ..

by suicizer01 on 01/20/2012 10:06, refers to #18

As most current issues which have been discussed on here, just get used to it (or buy a 180Hz screen as Q009 stated).
I'm playing with 200fps, vsync off and I actually have no problems with experiencing screen tearing, no matter how fast I move my mouse.
I don't know why I don't get it though (but as long as I'm not getting it, I'm happy ^^).

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#21: Re: ..

by Razgriz on 01/20/2012 14:40, refers to #18

issue should be fixed in the SVN, so all of you having the same mouse problems, wait for the new release.

no, i do not know of a date.

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#22: Re: ..

by eihrul on 01/20/2012 19:45, refers to #21

What I worked on in SVN has nothing to do with this, actually. So, no, it isn't fixed in SVN, and OTOH, I don't actually even understand the problem you people are complaining about.

There is nothing magical going on in the code.

Each frame goes like this:

1. Read any input since last frame and apply any changes in direction
2. Apply any physics for the time between now and last frame
3. Render frame (which shows all the updated positions)

What fundamental magical way are you proposing to restructure this, when, in principle, it is already taking your input, applying physics, and rendering the output, as quickly as it can?

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#23: ..

by saper on 01/20/2012 20:18

Ok, will wait till next release then.

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#24: Re: ..

by suicizer01 on 01/21/2012 01:48, refers to #22

So that probably means Honzik is just having some hardware problems?

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#25: Re: ..

by Razgriz on 01/21/2012 11:49, refers to #24

It likely means that he needs to tweak his mouse settings, either trough its software (if it even comes with such) or through his OS.

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#26: ..

by Honzik1 on 01/21/2012 11:54

I dont think I have any problem with mouse.

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#27: Re: ..

by Razgriz on 01/21/2012 11:56, refers to #26

problem solved? :P

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#28: ..

by Drekow on 01/21/2012 13:25

Eihrul you that know how the code works:

Having a pooling rate, shorter than the number of fps is useful or it is a simply waste?


Example: 125fps = 1000ms/125fps=8ms to render a new fps (and update mouse position, on screen)

Mouse pooling at 125Hrz should be a mouse update on each 8ms.

If I update the mouse position often I have some kind of advantage or is a simply waste?

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#29: ..

by unnaemd on 02/25/2012 23:07

Why would you set maxfps to 200 or higher? Average CRT monitors has their working refresh rate value at 75 or 85 Hz. Many LCD displays can display up to 60 fps, but no more.
It's okay to benchmark your system with highest shader settings, without any limits and on the map "thor", but when it comes to playing, you just set maxfps value to your display refresh rate.

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#30: ..

by Honzik1 on 02/25/2012 23:31

Unnaend:
Well, it would be logical, but when you set /maxfps 60 then the mouse rensponse is slow and you will see screen tearing. Well, I dont know why, but ask Eihrul...

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