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Spectral Clone
Abandoned Privilege Top Men.
2914
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Posted - 2014.10.20 10:24:00 -
[1] - Quote
Krightun wrote: "PS3 not support polling rate above 125. If u set any other value - u got problems."
Nope. It has nothing to do with this.
Also, 100Hz is the max polling rate for PS3.
The problem is that Unreal Engine 3 does not have raw mouse input, it works as a cursor in Windows pretty much, if you get a framerate drop, your reticle movement will start to stutter and move inconsistently.
Improving framerate is the only fix to this. Try playing in 576p resolution and you will see what I mean.
"The DUST 514 Dev Team is not reduced or affected by the restructuring at CCP."
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Spectral Clone
Abandoned Privilege Top Men.
2914
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Posted - 2014.10.20 14:03:00 -
[2] - Quote
DTOracle wrote:Spectral Clone wrote:Krightun wrote: "PS3 not support polling rate above 125. If u set any other value - u got problems."
Nope. It has nothing to do with this. Also, 100Hz is the max polling rate for PS3. The problem is that Unreal Engine 3 does not have raw mouse input, it works as a cursor in Windows pretty much, if you get a framerate drop, your reticle movement will start to stutter and move inconsistently (input lag). Improving framerate is the only fix to this. Try playing in 576p resolution and you will see what I mean. TL;DR Mouse implementation in Dust 514 has a framerate dependant input lag. The only way to fix it YOURSELF is to use a KB/M>DS3 emulator such as GIMX/EagleEye/Chronus device. The only way CCP can fix it is to improve over-all game performance. ??? Unreal doesn't support raw mouse input??? lol, you have a screw loose, & the polling rate of your mouse absolutely makes a difference. If your mouse is reporting 1000 times a second, but the PS3 only receives 1 out of 10 reports. Then your effective DPI is only 1/10 of what you think it is.
The Unreal Engine 3 does not support raw mouse input. Not on the PS3, not on PC. The mouse is implemented in software.
Quote:problem is that in UDK the mouse is done through the UI (scaleform) and not using a hardware cursor like most games. this makes it FPS-dependant so if the game runs slow the mouse runs slow too. this has been asked for but hasn't gotten an answer.
SOURCE: https://forums.epicgames.com/threads/863049-Menu-and-mouse-lag-in-UDK-games
"The DUST 514 Dev Team is not reduced or affected by the restructuring at CCP."
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Spectral Clone
Abandoned Privilege Top Men.
2919
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Posted - 2014.10.20 16:40:00 -
[3] - Quote
Fox Gaden wrote:On the bright side guysGǪ
Mouse & Keyboard will be the native interface format in Legion.
GǪ with controller support being the retrofitted compromise.
Sorry, its still going to be UE3.
Fix mouse support in Dust 514!
How to do it: https://forums.dust514.com/default.aspx?g=posts&m=965407#post965407
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Spectral Clone
Abandoned Privilege Top Men.
2922
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Posted - 2014.10.21 09:21:00 -
[4] - Quote
CommanderBolt wrote:TO ALL KB/M PLAYERS
So I did what someone suggested and tried playing the game at the reduced resolution, I think the lowest is like 570p or something like that. (At least that was lowest setting for HDMI connection)
Granted at this resolution on my screen, things look blurry and very pixelated but I did noticed something straight away. The framerate was vastly improved.
I played on that Gallente level that is notorious for lag and low framerates and lo and behold - the framerates stayed smooth and stable at this new crappy resolution. The biggest thing I noticed? KB/M actually felt a lot better. Not perfect by any means but the difference WAS very noticeable.
I hope to god that with 1.9 and improved performances that we can get solid smooth framerates @720p because I would actually be able to aim then.
^ This.
It verifies that mouse is not hardware interrupt based, it is software based.
Fix mouse support in Dust 514!
How to do it: https://forums.dust514.com/default.aspx?g=posts&m=965407#post965407
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Spectral Clone
Abandoned Privilege Top Men.
2926
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Posted - 2014.10.22 10:41:00 -
[5] - Quote
Haerr wrote:- Pixel skipping (minor mouse movements, fine adjustments, are ignored) Issue: regardless of in-game sensitivity, mouse dpi, and/or mouse polling rate there is an unavoidable minimum distance you can turn, the problem is that it is far, far greater than 1 Rotational Unreal Unit (1 URot is 2^16 / 360) Likely cause: Round off errors when calculating rotations. Fix: Keep track of remainder of movement until the next movement update: http://blog.gimx.fr/subposition-precision-11-translation/- Negative acceleration Issue: moving the mouse distance X gives less response if you move the mouse quickly. (it is a lot worse with low in-game sensitivity settings.) Likely cause: Acceleration parameter is not calibrated for different dropsuits' turn speed (and with modules). Fix: Calibrate mouse emulation parameters for all different classes of dropsuits. Implement a varying sensitivity/acceleration depending on what dropsuit and number of armor mods you are using. Workaround: GIMX with different profiles loaded.
Fix mouse support in Dust 514!
How to do it: https://forums.dust514.com/default.aspx?g=posts&m=965407#post965407
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