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I'm not entirely sure this is the right forum but it seems closest. If I'm wrong, move it plx.
In the SC2 options (and, indeed, in the options of other games) there is a checkbox to enable "Reduce Mouse Lag", which warns that enabling it may drastically reduce FPS.
My question is, what, precisely, does it do? Does it actually reduce mouse lag, or does it merely make it appear to lag less?
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United States372 Posts
I have to use it. If I don't every time I try to drag a box or select a unit it happens about a half second too late.
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I just assume it lowers the rendered frames buffer or something like that.
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I don't really know the difference but i can't seem to play with out similar to reasons stated by sultanvinegar
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It indeed does reduce mouse lag.
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i know it can reduce FPS by about 30, i dont exactly know the benefits.. but this is enough for me to not check it
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I'm having problems with lag while issuing shift commands on higher graphics settings. Will this option fix it?
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On August 04 2010 08:54 Ianuus wrote: I'm having problems with lag while issuing shift commands on higher graphics settings. Will this option fix it?
try it? what are your fps while playing on those settings?
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Yeah, I check this box too. I noticed in any game I played against an opponent, my mouse movement was really choppy without it. My computer isn't the best, but any way I can improve my play, I'll take it.
My fps didn't drop btw which I thought it would. It might be different for others but this is what I've experienced.
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I think it's your mouse reaction timing, but I always play with it on, just like most people.
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This is an old thread, but I'm going to post here instead of creating a new one.
Does anyone know what 'reduce mouse lag' actually DOES? Besides stating the obvious, I'm curious as to how it actually... reduces mouse lag.
At first I thought it would increase your mouse's polling rate so it had less delay - it makes sense since higher polling rate means more stress on the CPU, so your framerate would be reduced... but all mice have different usable polling rates and I don't think something like that would be in the game's options.
Is it anything like "reduce input lag" for those that play WoW? It has almost exactly the same tool tip as this option in SC2.
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'Reduce mouse delay' will read the hardware input of the mouse rather than the Windows API.
Since it cannot disable window's reading of the hardware input (only lock the pointer), this means the data is being read twice - by windows and by sc2.
Now, instead of SC2 asking windows 'what's my x-y coordinates?' it has to have a hook into the mouse driver to read the raw input, interpret that into relative movements, and finally into x-y coordinates.
Pro - not waiting on Windows API / polling rate Con - extra overhead
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Thanks for your explanation. I was just wondering what this "reduce mouse lag" is all about when I found this thread.
Well, nevertheless I have some questions: - Is it really true that most people play with it on? - Is there a special reason, why this effect is on some computers bigger than on others?
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Honestly I don't think anyone has a definite answer to this as I have seen this thread get bumped several times, and have seen and asked this question on several forums, and haven't really gotten a definite answer in return.
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For some reason i get a 40fps increase with it on than off..
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Hmmm, the effect of this setting on my pc are tremendoys. On one hand i use it since it feels laggy without it, on the other hand i get half the performance! Seriously, i have an i7 oced to 3.5 Ghz and a 470GTX oced as well. At 1920x1080 @ 120 Hz i get 200 fps with gfx settings on low to medium (custom low mode) and reduce mouse lag off and 90 fps with it on and that's on the start of the game. With settings to Ultra i get 100 fps with it off and 60 with it on...
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On December 08 2010 06:49 fdsdfg wrote: 'Reduce mouse delay' will read the hardware input of the mouse rather than the Windows API.
Since it cannot disable window's reading of the hardware input (only lock the pointer), this means the data is being read twice - by windows and by sc2.
Now, instead of SC2 asking windows 'what's my x-y coordinates?' it has to have a hook into the mouse driver to read the raw input, interpret that into relative movements, and finally into x-y coordinates.
Pro - not waiting on Windows API / polling rate Con - extra overhead From where have you pulled this out?
On August 04 2010 07:50 semantics wrote: I just assume it lowers the rendered frames buffer or something like that. It's actually right and it can be easily observed - more stuttering when loading assets (initial larva inject animation stutter comes to my mind at first), also visibly less input lag, mouse input or not.
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Hi! I just wonder does the pros using this? I mean is it checked?
The Reduce Mouse Lag box?
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On December 08 2010 06:49 fdsdfg wrote: 'Reduce mouse delay' will read the hardware input of the mouse rather than the Windows API.
Since it cannot disable window's reading of the hardware input (only lock the pointer), this means the data is being read twice - by windows and by sc2.
Now, instead of SC2 asking windows 'what's my x-y coordinates?' it has to have a hook into the mouse driver to read the raw input, interpret that into relative movements, and finally into x-y coordinates.
Pro - not waiting on Windows API / polling rate Con - extra overhead
This is generally called "Raw Mouse Input", so I would assume it is the max frame render buffer as others have said. I never bothered checking it out tbh (til now, I'll give it a try), but everyone's mileage will vary with this setting, so try it out for yourself and see if you have a preference, as opposed to wondering if others use it.
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.
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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)
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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
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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.
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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.
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United Kingdom20285 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)
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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?
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Full HD as in 1080p? No, I have a 1680x1050 monitor.
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.zipIn 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.
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Isn't the reduce mouse lagg option made to reduce input lagg when using Vertical Synch? That's what I read in another thread I believe, and it shouldn't have any effect if you aren't using Vsynch. The best way to not have input lagg is to disable Vsynch I guess.
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On May 05 2013 19:25 MaximilianKohler wrote:Show nested quote +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. Thanks for the update. I really hope they do something about it. A slider with 20 notches could be a solution …
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That's not going to solve skipped pixels when going over 54% sensitivity is it? Wouldn't that only solve the issue with multiples of 5 having different values?
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Yep. They are still usefull if someone has a mouse with 400 CPI and needs a higher sensitivity than 6/11 or 51 % can deliver. Blizzard could include a warning though, that settings above the middle induce pixel skipping.
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Wait, is this because they coded the game to use windows' mouse movement or would this happen in any game if you used high resolution with 400dpi mouse?
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The 400 dpi mice were from a time where 640x480 and 800x600 were typical resolutions. If you want your mouse to feel similar on a current screen with much higher resolution, you need to skip pixels with 400 dpi. There's no way around it.
"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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