Highly recommend clicking this box at least to try it... (play an FFA or something)
Reduce Mouse Lag - Page 2
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SoleSteeler
Canada5396 Posts
Highly recommend clicking this box at least to try it... (play an FFA or something) | ||
TT1
Canada9972 Posts
On January 19 2012 20:40 SoleSteeler wrote: Just wanted to say I just clicked this for the first time and noticed a HUGE different in mouse usefulness... I was always afraid of clicking it before since my laptop can barely run the game on low, but I had no frame drop! (Nothing I noticed). Highly recommend clicking this box at least to try it... (play an FFA or something) im scared that it might break my sc2 | ||
IPS.Blue
Germany309 Posts
On January 04 2012 05:24 Rollin wrote: This is generally called "Raw Mouse Input" ... so I would assume it is the max frame render buffer as others have said ... To clarify further, my hypothesis is that it affects the maximum frames that can be rendered by the gpu before waiting for the cpu rendered frames, and if you are running at 60fps, changing this from (arbitrarily) 4 to 1 could decrease the noticeable "lag" input of the mouse (and equally keyboard, but it is much much harder to detect), from 4/60 ~ 67ms input delay to 1/60 ~ 16ms delay. Keep in mind a delay of 16 ms is the ABSOLUTE minimum possible with a 60 hz monitor, in reality it is likely to be larger, and again, one of the advantages of a 120 Hz monitor (which would allow for a theoretical 8ms minimum), for those that walk among us with superhuman skillz. I didn't get the change from 4 to 1. But unless your pc is too weak for raw input, raw input should always be superior to the Windows API detour. Unless of course the game is poorley programmed and isn't able to get a speed advantage over the Windows API detour. | ||
MaximilianKohler
122 Posts
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Cyro
United Kingdom20263 Posts
58% sensitivity ingame Should run 51-54%, so it's the same ingame and in desktop, and not being multiplied (same reason you use 6/11) | ||
IPS.Blue
Germany309 Posts
On May 04 2013 15:44 MaximilianKohler wrote: I have a 120hz monitor, 400dpi mouse at 500hz, 58% sensitivity ingame, 6/11 windows w/o EPP. I feel no change in either mouse movement or FPS when checking or unchecking that box. I've also never experienced any kind of change on my windows sensitivity or accuracy of mouse in windows desktop when having sc2 running. I've been playing since around season 2. I replied to your overclock.net post. As Cyro already said, 58 % is not the same as 6/11. Use 51 % instead. Are you playing on a Full HD monitor? | ||
MaximilianKohler
122 Posts
I wanna add these comments to this thread: http://www.overclock.net/t/1240739/bsts-gaming-mouse/850_50#post_19895156 That's not correct. I just tested it. It's adding a pixel when you increase it above 55 or beneath 51. Just like before. If you can't notice it by your self you can download this software and have definite proof: http://www.gamefront.com/files/17191014/MarkC_Windows7_MouseFix.zip In that package there is a software called mouse movement recorder, run that in the background while adjusting the sensitivity in Sc2 and you'll see that you drop pixels sub 51% and add them over 55%. Same as always. http://www.overclock.net/t/1240739/bsts-gaming-mouse/850_50#post_19895559 You have two different sensitivities, then. 6/11 in Windows equals a multiplication factor of 1.0. 58 % in SC 2 equals a multiplication factor of 1.25. Reduce Mouse Lag does not enable raw input. Instead it turns off pre-rendering. I advise to not check that box unless you feel your mouse cursor clearly is lagging behind. I briefly touch that topic in an article of mine about the optimal SC 2 mouse configuration. The sensitivity slider in SC 2 works just like the internal hidden sensitivity values Windows has. Glymbol wrote a tool with which you can set all those 20 values in Windows. SC 2 also has 20 values: … 8/20 = 41 % = 0.75 9/20 = 46 % = 0.875 10/20 = 51 % = 1.0 11/20 = 56 % = 1.25 12/20 = 61 % = 1.5 … Further note that you have to avoid sensitivity values which are a multiple of five, because those values can result in two different sensitivities. In between those values it doesn’t matter. 51 % is the same as 52 %, which is the same as 53 %, which is the same as 54 %. This was originally found out bei hide.x from teamliquid.net. I recently started a thread on the eu.battle.net forum about this bug, but I haven’t gotten any feedback from Blizzard, yet. I also just tested it with mousemovementrecorder and they are correct. 54% seems to be the highest you can go without starting to skip pixels. The fact that Blizzard has this terrible form of sensitivity changing in their game that is designed for competitive play is completely absurd. BTW, someone from Blizzard replied in your battle.net thread. | ||
Nimix
France1809 Posts
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IPS.Blue
Germany309 Posts
On May 05 2013 19:25 MaximilianKohler wrote: I also just tested it with mousemovementrecorder and they are correct. 54% seems to be the highest you can go without starting to skip pixels. The fact that Blizzard has this terrible form of sensitivity changing in their game that is designed for competitive play is completely absurd. BTW, someone from Blizzard replied in your battle.net thread. Thanks for the update. I really hope they do something about it. A slider with 20 notches could be a solution … | ||
MaximilianKohler
122 Posts
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IPS.Blue
Germany309 Posts
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MaximilianKohler
122 Posts
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Ropid
Germany3557 Posts
"Enhanced pointer precision" tweaks that behavior so you can still navigate to each individual pixel when moving the mouse slow. That's why it's enabled by default after installing Windows. | ||
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