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Oh Deer

The sensitivity slider is not accurate, expect some discrepancy. Use the config file for best accuracy.
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Fractal Block World

The sensitivity slider is not accurate, expect some discrepancy. Use the config file for best accuracy.
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Outpath

The sensitivity slider is not accurate, expect some discrepancy.
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Red Dead Redemption

All aims use the same sensitivity setting, choose the sensitivity for the aim you prefer to be matched.
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Star Wars: Knights of the Old Republic II - The Sith Lords

Just added!
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Marauders


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  • 3 weeks later...
  • 2 months later...
On 10/4/2022 at 5:23 PM, DPI Wizard said:

It's a bit of an oxymoron, but what it means is that the game either misses reports or is trying to "smooth" them, resulting in the mouse movement being a lot longer than it should be. And it's not stable, the actual movmement is all over the place.

So it's the opposite of acceleration where the movement is shorter.

Using a high polling rate over 1000 Hz is not recommended as a lot of games struggle with this. Most handle 1000 Hz, but some (like this one) has smoothing enabled by default resulting in this negative acceleration.

Regarding the negative acceleration issue. Is it possible to fix it by disabling the acceleration at the engine level by editing the config file?

If yes, can we update the calculator for Marauders to also provide this information?

In windows search bar:

%localappdata% 

go to:

RaidGame → Saved → Config → WindowsNoEditor 

Open the Engine.ini file and add two spaces below the last line, once there paste in: 

 

[/Script/Engine.InputSettings]

 

bEnableMouseSmoothing=false

 

This is the unreal engine command/code line for disabling smoothing/acceleration. I have played unreal games previously where I had to edit the configs, this was no different. My mouse feels much more responsive/snappy now.

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  • Wizard
27 minutes ago, Hirens said:

This is the unreal engine command/code line for disabling smoothing/acceleration. I have played unreal games previously where I had to edit the configs, this was no different.

I always test this for UE4 games, but it doesn't work for Marauders unfortunately.

If you use 1000 Hz you will get a lot of negative acceleration, it's pretty easy to test as switching to 125 Hz will result in a significantly shorter 360 distance.

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9 minutes ago, DPI Wizard said:

I always test this for UE4 games, but it doesn't work for Marauders unfortunately.

If you use 1000 Hz you will get a lot of negative acceleration, it's pretty easy to test as switching to 125 Hz will result in a significantly shorter 360 distance.

Ok, thank you very much!

Wanted just to make sure.

 

Thanks!

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