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Reduce Mouse Lag

Forum Index > Tech Support
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kzn
Profile Blog Joined June 2007
United States1218 Posts
August 03 2010 22:14 GMT
#1
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?
Like a G6
SultanVinegar
Profile Blog Joined May 2009
United States372 Posts
August 03 2010 22:17 GMT
#2
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.
I'm a Flash man.
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-08-03 22:50:43
August 03 2010 22:50 GMT
#3
I just assume it lowers the rendered frames buffer or something like that.
ionlyplayPROtoss
Profile Joined March 2010
Canada573 Posts
August 03 2010 23:37 GMT
#4
I don't really know the difference but i can't seem to play with out similar to reasons stated by sultanvinegar
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
August 03 2010 23:39 GMT
#5
It indeed does reduce mouse lag.
i keep going back to my response to chill's fake PM and laughing, then immediately getting a feeling that i assume i'd get if i had an orgasm and the girl said "hahaha guess what i have a dick" -FakeSteve
Kaleido
Profile Joined August 2010
6 Posts
August 03 2010 23:41 GMT
#6
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
Ianuus
Profile Blog Joined May 2010
Australia349 Posts
August 03 2010 23:54 GMT
#7
I'm having problems with lag while issuing shift commands on higher graphics settings. Will this option fix it?
ramen247
Profile Blog Joined June 2008
United States1256 Posts
August 04 2010 01:12 GMT
#8
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?
i hate this ugly firebat. i want a marine.
DevoKe
Profile Joined July 2010
United States23 Posts
Last Edited: 2010-08-04 03:30:42
August 04 2010 03:29 GMT
#9
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.
TriniMasta
Profile Joined December 2009
United States1323 Posts
August 04 2010 05:49 GMT
#10
I think it's your mouse reaction timing, but I always play with it on, just like most people.
정명훈 FIGHTING!!! Play both T and P.
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2010-11-07 03:53:12
November 07 2010 03:51 GMT
#11
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.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
December 07 2010 21:49 GMT
#12
'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
aka Siyko
cerb
Profile Joined June 2009
Germany215 Posts
January 02 2011 15:40 GMT
#13
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?
ktang
Profile Joined September 2010
United States196 Posts
January 02 2011 22:55 GMT
#14
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.
ツ
harDmug
Profile Blog Joined December 2010
United Kingdom116 Posts
January 02 2011 23:23 GMT
#15
For some reason i get a 40fps increase with it on than off..
nvrs
Profile Joined October 2010
Greece481 Posts
January 29 2011 11:25 GMT
#16
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...
diminish
Profile Joined October 2010
2 Posts
January 30 2011 02:16 GMT
#17
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.
ziteNiA
Profile Joined April 2010
Sweden73 Posts
Last Edited: 2011-01-31 18:48:09
January 31 2011 18:39 GMT
#18
maybe make an poll?
Day9 for President
Ollwee
Profile Joined January 2012
Sweden3 Posts
January 03 2012 17:49 GMT
#19
Hi! I just wonder does the pros using this? I mean is it checked?

The Reduce Mouse Lag box?
Rollin
Profile Joined March 2011
Australia1552 Posts
Last Edited: 2012-01-03 20:32:34
January 03 2012 20:24 GMT
#20
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.
Throw off those chains of reason, and your prison disappears. | Check your posting frequency timeline: http://www.teamliquid.net/mytlnet/post_activity_img.php
SoleSteeler
Profile Joined April 2003
Canada5460 Posts
January 19 2012 11:40 GMT
#21
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)
TT1
Profile Blog Joined December 2008
Canada10036 Posts
Last Edited: 2012-01-19 12:14:34
January 19 2012 11:58 GMT
#22
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
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
IPS.Blue
Profile Joined January 2004
Germany309 Posts
January 19 2012 14:14 GMT
#23
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
Profile Joined August 2011
122 Posts
May 04 2013 06:44 GMT
#24
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.
masters zerg
Cyro
Profile Blog Joined June 2011
United Kingdom20327 Posts
May 04 2013 06:49 GMT
#25
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)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
IPS.Blue
Profile Joined January 2004
Germany309 Posts
May 04 2013 09:45 GMT
#26
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
Profile Joined August 2011
122 Posts
Last Edited: 2013-05-05 11:01:07
May 05 2013 10:25 GMT
#27
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.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.
masters zerg
Nimix
Profile Joined October 2011
France1809 Posts
May 05 2013 11:52 GMT
#28
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.
IPS.Blue
Profile Joined January 2004
Germany309 Posts
May 05 2013 12:14 GMT
#29
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 …
MaximilianKohler
Profile Joined August 2011
122 Posts
May 05 2013 17:15 GMT
#30
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?
masters zerg
IPS.Blue
Profile Joined January 2004
Germany309 Posts
May 05 2013 18:28 GMT
#31
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.
MaximilianKohler
Profile Joined August 2011
122 Posts
May 05 2013 20:07 GMT
#32
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?
masters zerg
Ropid
Profile Joined March 2009
Germany3557 Posts
May 05 2013 20:33 GMT
#33
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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