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hi.c

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About hi.c

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  1. fredz's summary above pretty much lays it out like it is. In case there are still people who think your hardware affects the mouse input lag, feast your eyes on this: I made my game look like this (200+ fps) and still have mouse lag. Please fix this, BI. Everyone I know who has tried the demo is disgusted with the mouse lag and has not bought it as a result.
  2. Well I'm sure all of us who have the issue at least appreciate the acceptance that it might actually be a problem. :) If you care to wrap your mind around what it feels like to us picky bastards, best example I can give is of a drawing mode included in the Zbrush software modeling package, called LazyMouse. When you turn it on, it essentially makes your cursor "pull around" an elastic-feeling line with some weight to it. It's a tool made specifically to average out your mouse movements and enable slow, careful movements. Not exactly the kind of mouse control you need in an FPS, no matter how tactical and strategic it may be. It's just frustrating that this never used to be a problem in games... I think it only comes up in modern games now because of all the tricks they now use to fool the player into experiencing a smooth framerate even if it drops pretty low. That and maybe the inputs being designed for a console gamepad and juryrigged to mouse/kb. I guess I can't blame everything on the consoles though. :) Edit: repost of a link posted earlier that shows an excellent visual - . If anyone can watch that and say it should still be playable... then consider me speechless. Even after he cuts the graphics settings all the way down you can still see significant delay. Oof.
  3. After 19 pages of this thread you still do not understand what this issue is? :rolleyes: It has nothing to do with mouse sensitivity. It has nothing to do with view bob. It has nothing to do with the way the in-game reticle works, OR the way the first-person weapon viewmodel "lags" behind a change in view to simulate weapon movement. I have no idea what you mean by "BF2 handling" - maybe you mean a mouse input that lets one move the view in a responsive way? Sure, who wouldn't want that? The problem is forced always-on mouse smoothing combined with the forced acceleration. Turning off cursor acceleration in Windows doesn't necessarily affect mouse accel in a game. In most games that default to mouse accel on, you have to force it off in their own config files. Just windows setting isn't enough. If you still don't realize this is a problem, consider this: When I move my mouse an inch to the right in any other game, I know about how many degrees of rotation my character's view will move. With acceleration forced on by game devs, I have no way of telling - it depends on how fast the game thought I moved the mouse. The problem is compounded when they throw smoothing on top. Input smoothing, or averaging, feels much better on an analog stick than no smoothing, but with a mouse you totally destroy the precision it gives you by smoothing out the input data from it. Saying that you don't need a responsive mouse input because this is a slower paced tactical game is like saying you don't need any hands to play Monopoly because your turns are long enough to use your toes. You aren't bothered by this drawback and don't recognize it even as a feature that should have a toggle option. You guys can make as many snide comments as you want, but when a dev markets a product with such an elementary flaw, I have no interest in rewarding it with my money. I really wanted to get into this game, but in its current state, buying it and hoping for a fix down the road seems absurd. Edit: my current theory about why mouse smooth+accel is more noticeable at lower than a constant 80-100fps or so is because the smoothing code uses a set number of frames and not a given timeframe. If your input is being averaged out over a longer time period (fewer frames at low fps) then it would logically feel more sluggish.
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