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Realism or mouse lag?

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i wanted to get others opinions on this

does anyone (everyone?) else notice that when u are in iron site mode with something like AK or M16 that the mouse feels laggy? the best way to feel this is lie down and go into iron site mode and wiggle your mouse from side to side. its almost like your view is on a rubber band! i think it might be worse when the frame rate drops but im not sure.

anyway i was thinking, did they MEAN to do this in the name of realism? or is this a nasty accidental legacy of using good old directx for input? i guess mouse lag is kinda realistic.. but then again it sort of isnt, and i find it pretty annoying, especially when im used to rock solid movement in games like quake (and yes i hate to admit it even more so in counterstrike)- it does affect the speed of your aim.

what are others' opinions on this ?

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Check if you have disabled vsync from your video card drivers, triple buffering also causes imput lag if the FPS is low, but afaik. OFP doesnt support it.

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so does antialiasing. Make sure that is off as well and if you have an option to render frames ahead set it to 0 or 1

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GFX707 @ May 13 2002,18:43)</td></tr><tr><td id="QUOTE">so does antialiasing. Make sure that is off as well and if you have an option to render frames ahead set it to 0 or 1<span id='postcolor'>

If it's a NVIDIA-based video card and you have recent Detonator XP drivers(I think V27.xx and up), don't set the pre-render limit to 0, set it to 1. You'll run into all sorts of stability problems otherwise.

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oh ok so everyone else thinks theres no noticable lag at all in iron site mode ?

eg input speed is directly comparable to other games like counterstrike ?

everyone tried the quick-wiggle test? smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (grey @ May 14 2002,09:10)</td></tr><tr><td id="QUOTE">everyone tried the quick-wiggle test? smile.gif<span id='postcolor'>

Yes but I still haven't decided what diet I should go on.

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hey guys

i upgraded to 23.11 dets for my GF2 GTS and was horrified to find flashpoint stuttering terribly ! and the mouse lag even in the menu was REALLY REALLY bad... but i thought, hundreds of others must use these drivers without problems so i went thru and did all of the suggested tweaks in avon's faq (nice work) and now its fine again. i think the frames rendered ahead fix is the one that really fixed it... now the mouse lag is totally gone (tho im still not sure that iron site input is quite as solid as games like cs ehe). But i was thinking, is there any performance hit by changing this from 3 to 1? surely its there for a reason ?

just out of interest, what dets do others use, and does everyone recommend using Hardware T&L for d3d

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The frame render ahead is just what it sounds like... as disabling vsync makes the card not to wait for the monitors vsync signal (which means the monitor has just drawed a "full frame" to the screen, and is about to begind drawing the next one) and causes tearing to appear when the video buffer at the video card gets changed while the monitor is still in the middle of the frame, so the rest of the frame gets drawed differently. The render ahead setting doesnt just cause tearing, but it also causes this input lag when the frames that are not yet pushed into the "final" video buffer get prerendered into the video ram and afterwards placed in to the video buffer and drawed into the monitor.

Think of it as a row of images, kindof like a film, where the first picture in the row is visible at your screen, and the last one in the row is the one that is the newest one. So when you for example move your mouse to turn your head in the game, the motion gets first drawed into the picture last at the row, while the actual picture you see on your screen is still an older frame (the first pic in the row). Depending on the FPS it takes a while for last picture in the row to get visible at your monitor.

In the end, there arent that much advantages of the render ahead setting. It does, in some cases, improve FPS count a bit, but the price to pay from that is input lag so only real use for it would be when using applications that you cannot interact with (benchmarks for example)

Long post eh? Im bored as you can see ;P

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thanks keg that explained it very well

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (grey @ May 14 2002,17:58)</td></tr><tr><td id="QUOTE">just out of interest, what dets do others use, and does everyone recommend using Hardware T&L for d3d<span id='postcolor'>

I used to have HW TnL on, until I got my 3D Glasses. Now I turn off Particle Dust and TnL on ALL games I want to play in 3D, 'cos apparently TnL will not work/work badly with 3D stereo, and particle dusts are all rendered at 2D depth and what I see in stereo are "glow patches" stuck at screen depth, very disjointed from the actual 3D scene.

However for games I play only in 2D (eg RPG games like Baldurs Gate, Dungeon Seige), I have everything on to the max smile.gif

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