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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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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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