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Mouse Lag
The place to ask for technical help with running the demo or the full game...
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In both single and multi player modes, my cursor lags behind my actual motions like it's on an elastic band. It's slow to react and overshoots when i stop moving. Any ideas as to the problem?
Get a better mouse?
look in your settings in game (press F1) and adjust your sensitive of your mice
Requiem: A Freelancer Total Conversion MOD
Openlancer Project
VOTE FREELANCER!!!!
look in your settings in game (press F1) and adjust your sensitive of your mice
Requiem: A Freelancer Total Conversion MOD
Openlancer Project
VOTE FREELANCER!!!!
I've tried that. My mouse is perfect, and reacts exactly according to my controls in other programs. In freelancer, I've tried adjusting the sensitivity, and all that does is make it slingshot faster. When I initially move the mouse, it doesn't react, but when it does, it's with the full speed that I applied. It doesn't move instantly, though, it's an acceleration and deceleration process. Which is why it doesn't stop where I want it to. It's destroying my dogfighting. :-/
Are you guys using TFT screens? If so, do your screens have overdrive? This not only improves response for color change, but also helps in increasing mouse lag, because pictures have to be cached so overdrive can calculate what pixels to "accelerate". This will result in the display being 1 frame late, if it happens to be a good overdrive implementation. Most overdrives are 2 and more frames late.
1 frame = 1s/60hz refresh rate = 16.66...ms. It doesn't matter if you've set your screen to 75hz or not, since most of them internally revert back to 60hz anyways. You can find out if your screen truly supports 75hz without any manipulations by taking a look into the manual. The only thing early adopters of TFT screens* can do to reduce mouse lag is to disable both vsync and triple buffering.
You also may find this an interesting article to read.
*
TFTs are available for how long? 7 years or so... And the industry still can't produce good screens that don't have any issues. I just hope the next generation of TFT screens (LED backlight and 120hz input signal) doesn't have as many flaws as the current technologs. Or maybe the decide to finally push SED / FED displays.
No, I don't have a TFT. I've read too much about them to be dead sure I don't want one yet. Too many flaws for my hard earned cash.
1 frame = 1s/60hz refresh rate = 16.66...ms. It doesn't matter if you've set your screen to 75hz or not, since most of them internally revert back to 60hz anyways. You can find out if your screen truly supports 75hz without any manipulations by taking a look into the manual. The only thing early adopters of TFT screens* can do to reduce mouse lag is to disable both vsync and triple buffering.
You also may find this an interesting article to read.
*
TFTs are available for how long? 7 years or so... And the industry still can't produce good screens that don't have any issues. I just hope the next generation of TFT screens (LED backlight and 120hz input signal) doesn't have as many flaws as the current technologs. Or maybe the decide to finally push SED / FED displays.
No, I don't have a TFT. I've read too much about them to be dead sure I don't want one yet. Too many flaws for my hard earned cash.
BTW: as for Windows Vista, Mouselag is also produced by the operating system. On my first system I thought it to be a driver issue, since disabling T-Buffer and VSync didn't help in reducing lag. But now, after having verified the issue on a completely different system producing the same Mouselag results, my bet is on this being a bugged D3D 8 implementation within Vista.