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Quackerjack

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Quackerjack last won the day on April 22

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  1. You are right locked fps to 125 stops the stutter. Back in days everyone was using 125hz polling rate since it was default. Also games with higher fps than 125. It’s funny I never noticed the stutter back then. I wonder if you guys noticed stutter with 125hz in the past.
  2. Can someone explain why the models stutter with 125 hz? Even if you don’t move the mouse.
  3. no bf4 uses vertical fov not horizontal. You have to put 73.74 in the game files to achieve 106.26 horizontal ingame for 16:9 Or just put 74 in the options menue, you can see the horizontal fov right next to it then
  4. If you want 0% mdv or mdh in apex legends you don’t have to change anything it’s the basic value 1.000000 or in your case (fov rounding from the game) 1.004245. And no you don’t have to set this value for all scopes. In this case it doesn’t matter.
  5. For me its definitive a csgo issue that happens with no other game on my pc. I googled this up since 2014 stopped playing and came back to csgo and noticed it right away. There so much topics on the internet about this issue on csgo and a lot said that is input lag which was proven wrong: or this: Note: I had this problem before i saw this topics i googled it later in order to fix it. Till today nobody knows for sure whats going on. And i wonder now if some users just have this problem and some not cause DpiWizard said it works fine for him and i highly trust his statements. But then still for me its hard noticeable. Yes accel should and is off with useforcedmparms and m_mousespeed 0 + rawinput on. I also have no acceleration on the default settings just an heavy mouse it feels like its delayed or muddy at micro movements. In css source I feel no delay on small precise mouse movements in csgo I do. The only big change in the mouse code I found is this: In the activate mouse for, csgo: https://github.com/perilouswithadollarsign/cstrike15_src/blob/master/game/client/in_mouse.cpp void CInput::ActivateMouse (void) { if ( m_fMouseActive ) return; if ( m_fMouseInitialized ) { if ( m_fMouseParmsValid ) { #if defined( WIN32 ) && !defined( USE_SDL ) m_fRestoreSPI = SystemParametersInfo (SPI_SETMOUSE, 0, m_rgNewMouseParms, 0) ? true : false; #endif } m_fMouseActive = true; // re-center the mouse if we're controlling the camera with it, otherwise just reset the cursor if ( GetPerUser().m_fCameraInterceptingMouse || cl_mouseenable.GetBool() ) ResetMouse(); else g_pInputSystem->ResetCursorIcon(); g_pInputStackSystem->SetCursorIcon( m_hInputContext, INPUT_CURSOR_HANDLE_INVALID ); #if defined( USE_SDL ) || defined( OSX ) int dx, dy; engine->GetMouseDelta( dx, dy, true ); #endif ClearStates(); css: https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/client/in_mouse.cpp void CInput::ActivateMouse (void) { if ( m_fMouseActive ) return; if ( m_fMouseInitialized ) { if ( m_fMouseParmsValid ) { #if defined( PLATFORM_WINDOWS ) m_fRestoreSPI = SystemParametersInfo (SPI_SETMOUSE, 0, m_rgNewMouseParms, 0) ? true : false; #endif } m_fMouseActive = true; ResetMouse(); #if !defined( PLATFORM_WINDOWS ) int dx, dy; engine->GetMouseDelta( dx, dy, true ); #endif // Clear accumulated error, too m_flAccumulatedMouseXMovement = 0; m_flAccumulatedMouseYMovement = 0; // clear raw mouse accumulated data int rawX, rawY; inputsystem->GetRawMouseAccumulators(rawX, rawY); } Edit: I added a screenshot do you guys also have the command cl_mouseenable on 0? Somehow it says default is 1 but when i try to change it says the command is unknown? Also i want to add this: https://www.reddit.com/r/Diabotical/comments/ffbjss/robustness_of_diabotical_mouse_input_more/ So maybe its related to fps and thats why its different.
  6. Thank you, this tweak with -useforcedmparms returns back to the old engine behaviour (goldscr) if you leave the m_mouseaccel1/2 and m_mousespeed values on default. if ( CommandLine()->FindParm ("-useforcedmparms" ) ) { #ifdef WIN32 m_fMouseParmsValid = SystemParametersInfo( SPI_GETMOUSE, 0, m_rgOrigMouseParms, 0 ) ? true : false; #else m_fMouseParmsValid = false; It makes sure to use the spi_getmouse function from windows. Which on default is coded as this in the goldsrc engine: originalmouseparms[3], newmouseparms[3] = {0, 0, 1} See: https://www.drdobbs.com/windows/some-things-ive-learned-about-win32-game/184410376#l4 The first two 0 stands for the mousethreshold1/2 and the 1 for the mousespeed. With this csgo will turn mouse acceleration as on but get by passed with m_rawinput 1 so there is no acceleration in game but on windows and the game menu. (see cs 1.6 which behave exact like that) Csgo Vanilla is therefore coded as m_fMouseParmsValid = false and the false is referring to 0.0 for the mousethresholds. The m_mousespeed i assume is also set to 0.0 atleast the console accept this as the lowest value. static ConVar m_mousespeed( "m_mousespeed", "1", FCVAR_ARCHIVE, "Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold [Windows 2000 only]).", true, 0, true, 2 ); static ConVar m_mouseaccel1( "m_mouseaccel1", "0", FCVAR_ARCHIVE, "Windows mouse acceleration initial threshold (2x movement).", true, 0, false, 0.0f ); static ConVar m_mouseaccel2( "m_mouseaccel2", "0", FCVAR_ARCHIVE, "Windows mouse acceleration secondary threshold (4x movement).", true, 0, false, 0.0f ); So the new code should look like this: originalmouseparms[3], newmouseparms[3] = {0.0, 0.0, 0.0} This shows how windows handle the spi_setmouse function, in this you see that the params [3] have set to 0, 0, 0 so windows set the linearmousescale: void WIN_UpdateMouseSystemScale() { int mouse_speed; int params[3] = { 0, 0, 0 }; if (SystemParametersInfo(SPI_GETMOUSESPEED, 0, &mouse_speed, 0) && SystemParametersInfo(SPI_GETMOUSE, 0, params, 0)) { if (params[2]) { WIN_SetEnhancedMouseScale(mouse_speed); } else { WIN_SetLinearMouseScale(mouse_speed); } } } Thats why i suggested to set -useforcedmparms and m_mousespeed 0. And with this you changed how the game handles the mouse input and in theory it should change the mouse input. I agree with m_rawinput 1 all that shouldnt matter right? It should bypass the windows settings. Since you said you dont feel any difference i need to read more about rawinput cause for me the change in small mouse movements is noticeable before the mouse felt heavy and delayed.
  7. Yes in csgo. The cm/360 stays exact the same. But the perceived sensitivity for small movements become noticeable „faster“, directer. Like it’s easier to track targets or adad spammers. I appreciate that you test it wizard What did you test exactly?
  8. Feedback desired: For ppl who still feel that csgo has an heavy input, Try -useforcedmparms with m_mousespeed 0. Source engine forces their hardcoded mouse parameter to false. With useforcedmparms you use the mouse parameters and m_mousespeed 0 sets the enhanced pointer precision off. static int restore_spi; static int originalmouseparms[3], newmouseparms[3] = {0, 0, 1}; #ifdef WIN32 m_fMouseParmsValid = SystemParametersInfo( SPI_GETMOUSE, 0, m_rgOrigMouseParms, 0 ) ? true : false; #else m_fMouseParmsValid = false; The default settings are mouseparmsvalid false. Now you are able to compare mouse behaviour without restarting the game. To set the mouseparms to false (default) just enter m_customaccel1 0.0, m_customaccel2 0.0 and m_mousespeed 0.0. Compare with small movements like circles and micro adjustments.
  9. update: Yes iam still on this and now people say even in CS2 the recoil compensation feels different to csgo which makes me wonder what they changed. Note: The recoil pattern is still the same so a change in the mouse behaviour must be the cause. In CSGO you have the ingame commands: m_mousespeed: Controls the enhanced mouse pointer precision m_mouseaccel1/2: Controls the accel Threshold 1/2 m_rawinput: Should bypass all Windows mouse settings With -useforcedmparms in the launch options this ingame parameters (except rawinput) are in use. (Note even without -useforcedmparms people notice a different beetween m_mousespeed 1 and 0) See this code: if ( CommandLine()->FindParm ("-useforcedmparms" ) ) { #ifdef WIN32 m_fMouseParmsValid = SystemParametersInfo( SPI_GETMOUSE, 0, m_rgOrigMouseParms, 0 ) ? true : false; Now m_mousespeed 0 should turn the mouse acceleration (enhanced pointer speed) off. But my previous test with all smoothmousecurves set to 0 showed this is not the case, your mouse pointer dont move at all and that means csgo still force mousespeed 1. If you start a new game now via the ingame console the command m_mousespeed 0 overrides mousespeed 1 and your mouse start working again. This shows that the source engine still has their hardcoded mouseparameters (0 0 1). Both 0 refer to the accel Thresholds and the 1 to the mousespeed. And additionally csgo add this parameters as ingame commands. So first we want to make sure that all ingame mouseparameters are not in use. This can be achieved by doing this: Step: -useforcedmparms in the launch options Step: m_mousespeed 0 in console Step: m_mouseaccel1/2 0.0 in console (make sure its 0.0 not 0) m_rawinput 1 Fore more info: Second we want no engine mouse parameters. This can be done by this: Add next to the -useforcedmparms launch options: -noforcemspd (dont set the coded mousespeed value) -noforcemaccel ( dont set the coded thresholds values) Fore more info: And now you ask why? I use rawinput so windows dont affect my sensitivity. I can tell you this is not true. Test it yourself, move your mouse in slow small circles and shoot some bots with large and close flicks without the steps above. Now do the steps i suggest to you. You will see how the sensitivity feels different.
  10. Check this topic out. Drimzi gives in this a formular to calculate new fov or new sens. One more queation Default sensitivitys are working good for 800 DPI mouse or 1600 ? Becouse for example if defaults are good working on 800 DPI mouse it means while i was 27 inch 1080p i was also ising 800 DPI for gaming but now 4K on desktop need 1600 dpi does it means default sensitivitys in games will be fast for me ? And i need to half them ? You can use this site: https://www.admiralbumblebee.com/general/2017/12/08/Transfer-mouse-CPI-settings-to-a-different-resolution-device.html or the calculator to get your new dpi for the desktop. Than use the calculator to change the sensitivity to your new dpi. As i Understand i need to Half the sensiti ity in every game becouse i have now 1600 DPI on mouse , for games 55 inch or 27 inch does not means anything am i right ? And one moee question i was using windows 115% scaling on 1080p now on 4K i am using 150% scaling what does it means ? If you go from 800 dpi to 1600 dpi you usually have to half the sensitivity. But do this with the calculator cause on some games halfing the sens doesnt work. Adjust the sens to the monitor size is preference. Some ppl feel the need to do some dont. The windows scaling affect the windows desktop sensitivity not ingame afaik.
  11. Please @TheNoobPolice i appreciate your knowledge. But at some point you have to start test things. When enhanced pointer precision is disabled in windows the smoothmousecurves are not in use. With all smoothmousecurves set to 0 you can see this. Your mouse still working. Csgo should also use the windows settings with m_rawinput 0. But somehow you cant move your mouse with smoothmousecurves set to 0 and NO enhanced pointer precision activated. I run in a bug which set csgo sens to 0.000010 so this is not the prove sadly
  12. And finally to prove csgo is influenced by the smoothmousecurves use the Curve0.reg and type ingame m_rawinput 0. Now you cant move the mouse even when enhance pointer precision is disabled so the smoothmousecurves shouldnt take any effect. Note: In CSS you can perfect use the mouse with rawinput 0. That means csgo is still using the smoothmousecurves even if m_rawinput 1 is set. I cant wait till you test this @DPI Wizard
  13. Csgo sensitivity details update. Many users have given feedback that the sensitivity in csgo is different than in other source games. There were many suspected reasons such as m_pitch 0.022000 is different from 0.022, m_rawinput is bugged, your electricity has a probem up to settings in windows and bios. Here is the csgo mouse code: https://github.com/perilouswithadollars ... _mouse.cpp The issue is that Csgo uses mouse filtering from windows by default even when m_rawinput 1 is set. In previous cs versions you had an intern filter called m_filter. Here is the mouse code from cssource: https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/client/in_mouse.cpp The only way to disable filtering from windows is to disable all smoothmousecurves to 0. I always wonder why this curves arent set to 0 when enhanced pointer precision is turned off. Warning: Don't enable enhanced pointer precision when all values from the smoothmousecurves set to 0. I created some reg files for this how you can test it: Curve0 is the fix to set all smoothmousecurves to 0 CurveXPFix is the old mouse fix which disabled mouse acceleration on windows xp. CurveWin10Default to restore the default curve if you dont like it. You will see that all options feel different ingame. Remember: If you change the reg. file you have to restart your pc or logout user. Curve0.reg CurveXPFix.reg CurveWin10Default.reg
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