Jump to content

Xbye

Premium Members
  • Posts

    47
  • Joined

Everything posted by Xbye

  1. For me, csgo is a home game with the same resolution and also stretched. Should I use v2 or v1 in this case? For some reason, v2 giving me lower sensitivity in other games than v1 even after multiply by 1.125. Also, do I need to multiply my csgo sensitivity by 1.125 with the only v2 or with v1 as well?
  2. Ty so much for such a detailed answer. I think I need to use viewspeed v1 since I used to play 5:4 (aka 4:3 stretched) in csgo, using this one settings and 2.3 for ads cos I guess its affecting sniper scopes in cod as well and feels kinda ok I believe. Do you think I need to change something in this settings? I kinda not fully understand yet how all this calculations works and how to calculate best for sniping. I hitting good shots atm in cod but sometimes still missing by couple of pixels insanely fast flicks, need some time to adapt I think
  3. any advice how to convert properly awp sensetivity from cs go to cod snipers riffles? tried to awp -> ads and its rly low sens with scope on in result obviously
  4. Use 90 fov in csgo field, 68 it's ur viewmodel fov, not a game one
  5. Just thought I'd throw this in here. I got a new mouse (Zowie FK2) and the "jitter" i seemed to deal with from the G502 and the G402 while using SourceGL in Left4Dead 2 seems to be gone(or very minimal). Furthermore, I'm curious as to what different forms of mouse calculations are being used by different engines. For example; I use 4/11 windows and play with rawinput or sourcegl in L4D2 (source-engine) as using rawinput 0 in L4D2 results in a very, very low amount of movement (due to my 4/11?). However I can turn off rawinput and play without sourcegl/rawinput in NS2(spark engine) just fine. What calculations are going on in a game like NS2 that allows me to turn off rawinput but still have the same mouse configuration settings as having no rawinput?
  6. I can agree with MindLLex. I find that using my g502 (or even the g402) that 500hz feels sluggish in fast motion games (I don't count CS:GO/CS:S as fast motion) as you have to react/track even the smallest of movements. I feel that 1000hz is harder to control, but it depends on how I'm doing that day. If I'm doing terrible, 1000hz will exacerbate the issue. If I'm doing great though, I'll be able to take advantage of 1000hz and perform some crazy feets. Another thing I've noted is that playing with 1-max prerendered resulted in worse aim than 2-max prerendered, however this might simply be because I'm on AMD which I read does a worse job at 1-max prerendered.
  7. Left4Dead 2, using full-screen. Not windowed, not borderless windowed. I am also on Windows7 SP1. EDIT: I enabled Aero but unfortunately still no dice.
  8. I remember reading that percentage somewhere but lost it. For knowledge's sake, could you give me the average % off when using same distance but different counts?
  9. Can confirm. I was his friend who helped verify as well using my G402. Inconsistency between the sensitivities/DPI while using it. Currently using the G502 as of a few minutes ago... tested and the difference in distance is so small it might as well be human error. G402 sensor is pretty balls it seems.
  10. Any news on my previous post or was it just placebo or something?
  11. Something odd is going on. In the shooterinput.ini, I put the sensitivity but it never ever actually uses it. It uses what the game slider is and not what mousesensitivity= in the file is. Maybe it's just a bug with the menu?
  12. Sorry for the double-post but figured I'd update what I've been testing. So, for the longest time I've been using 400dpi / 5 sens. I think the multiplier of 5 sensitivity is what's causing the issues as when I tried 3600dpi and 0.3 sens, whatever problems I was getting from SourceGL were gone in Left4Dead 2. I think the proper term to use is jitter, as my friend who tried out SourceGL said he felt it at the beginning.
  13. Okay, so using this guide I decided to set my G502 to it's max DPI (12,000) but have a dual-monitor setup. I find myself frequently clicking out of the game while playing, causing my game to minimize. Yes, I am in full-screen and I've even tried Ultra-mon to constrain my mouse to my primary monitor but nothing seems to be working. High DPI = Randomly clicking out of my full-screen game. (Not windowed borderless)
  14. I said also. I tested both. Both were hard to control compared to m_rawinput 1 in L4D2. I'm going to ask someone else who plays L4D2 to test it out and give me their opinion later, using the new sourceGL.
  15. It was also with the older SourceGL which is why I stopped using it until this new update, which I'm not using it again now haha. It just feels very jittery, and almost like I'm playing with 1000hz polling rate (IE. it's reading every motion so the slightest sneeze can move me off target). It does it's job of less input-lag (noticeable) but for precision/control it just doesn't feel there. I'm wondering if it might be because of my Logitech Gaming Software installed. LGS has been the center of a lot of problems, I just wish I could have it not detect my G502 and just detect my keyboard so it doesn't do any kind of interfering with my mouse. Going to test and see if this solves the problem (uninstalling LGS). EDIT: Uninstalling LGS (and restarting) seems to have helped a bit with the jitter but it still feels harder to control. Specifically when I'm moving the mouse diagonally (IE. up left, down right) and while moving. Horizontally, it feels fine. I'll do more testing with this but maybe it's just because I'm not used to the more responsive feel perhaps?
  16. Yes, OBS. However, I'm using Open Broadcaster Software - Multiplatform (OBS-MP) and doing two encoders. One is my livestream, 648p@60fps, and HDD recording 720p@60fps. I'm noticing in general it's hard to control SourceGL rInput even without streaming. I'm not sure if it's related to my computer or Left4Dead 2, but it's definitely noticeable.
  17. Alright, good to know. I'm just trying to figure out why using rInput from SourceGL in L4D2 makes it feel like the mouse is harder to control, as opposed to m_rawinput 1. EDIT: Yeah, I can say without a doubt that rInput (using SourceGL) while livestreaming in L4D2 feels really hard to control. Without livestreaming I can control my mouse just fine using rInput, but while streaming it feels easier to use m_rawinput.
  18. I meant using SourceGL+RInput together while livestreaming. As livestreaming is a very intensive process and I'm unsure if the video encoder thread might take priority over SourceGL+RInput a few times and result in some packet loss.
  19. I'm curious how SourceGL works/prioritizes itself when someone is video encoding (IE. livestreaming). Would it result in more packet loss (Also, <0.001% in a new update is great)? Would it be beneficial to have SourceGL run at Above Normal or High priority?
  20. That's it. Switching to 125hz to prevent packet loss! Very good information though. Thanks very much!
  21. This suspense is worse than the ending of a Walking Dead episode.
  22. No, I don't believe you are at the mercy of your FPS using rInput... it seems to work just like raw input. However, I don't specialize in this area. I will say though that FPS flucuates quite a bit in L4D2 even with beastly computers (300 fps - 150 fps) because of poor optimizations in some areas, which might lead me to believe the game is engine bound rather than cpu/gpu bound. With FPS fluctuations like that, I think it's safe to say that rInput (at least SourceGL) isn't at the mercy of your FPS. I don't own CS:GO, so I can't really test it. I also don't really have any plans to buy it since it looks like a boring game to me. If someone gifted me it I'd probably test it. People are always wanting me to play it.
  23. I mean, I plan to pay for a short subscription as thank you since I've been using this site for months. However, Evolve has been listed as premium-only and the game is nearly dead: http://steamcharts.com/app/273350 - Evolve http://steamcharts.com/app/500 - Left4Dead 1 Outside of it's recent peak(free weekend), it's got less players now than Left4Dead 1 (TRS other game) which was released 2008.
  24. I would like to add on to this discussion what I've gathered as I use SourceGL (which uses rInput). I'm very sensitivity to input lag, so this is what I've gathered: m_rawinput in source-engine games does it's job... however it seems to do it very slowly that it's a noticeable difference. I think some CS:GO pro players are even playing with m_rawinput 0 in their configs. Doing some tests between 0 and 1 for m_rawinput in Left4Dead 2 on a local server... I found a nearby tree, and aimed at the base. I proceeded to "A+D spam" while attempting to to keep my crosshair at the base of the tree. With 1, I had typical trouble and found myself aiming off the tree a quite a bit but able to keep it centered for the most part. I then used 0 and found I was able to keep my cross centered at the base of the tree far longer and more consistently. I then went on to test m_rawinput 0 for 2 weeks and came to a conclusion. Using 0 instead of 1 resulted in significantly noticeable (least to me, but I'm sensitive to this shit) less input lag. However, using 0 you are at the mercy of your frame-rate and I would constantly have my game get weird... "lock ups" for about 1-2 frames whenever I was turning. Overall, that just wasn't worth it for me to use 0 over 1. I'd rather have more input lag with consistency, than less input lag with inconsistency. SourceGL(and rInput) is something the players with 0 m_rawinput are using in cs:go I believe. It's become a big thing I suppose. I've been using it for a while and haven't ran into any particular problems but due to how rInput works I can't do a quick side-by-side comparison of m_rawinput 1 vs SourceGL vs m_rawinput 0. It does feel like there is less input lag, but I could be wrong. I need to do a test by toggling the features which isn't something I'm interested in.
×
×
  • Create New...