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Vsync is what introduces the delay. Except its not "input lag" but visual lag because of how Vsync functions. To prevent tearing it basically stops the monitor from grabbing a torn frame from the frame buffer until its finished copying completely, this causes your monitor to show the same frame before over and over again until a new one is ready, which takes time. This results in the visual delay which we think is input lag.
Now to prevent this from happening. For OpenGL games you simply use Triple-buffering to fix it, its a complicated method I wont discuss but it works, but not for Directx games.
For Directx games I use a simple method to eliminate the floaty mouse or delay with Vsync on. Simple cap your framerate one or two frames below your monitors refresh rate, so if you have 60hz then cap framerate to 58 or 59. This will completely eliminate any mouse delay caused by Vsync. You can do this via overlay/overclocking tools such as MSI Afterburner or EVGA Precision, etc. Even recording programs such as Dxtory can do it.
Msi Afterburner
http://gaming.msi.com/features/afterburner
EVGA Precision
http://www.evga.com/precision/
Now if the game uses raw input and you still have acceleration that's a different matter entirely and a different solution. You have to fix it on operating system level. Every modern windows operating systems have embedded mouse acceleration which can be taken care of via registry tweaks. To get 1-1 movement in the OS simply do these steps.
1. Control Panel - Mouse - Pointer Options = Make sure you put it to the 6th bar. Anything lower causes negative acceleration, anything higher causes positive acceleration.
2. Uncheck "Enhance pointer precision" = This option is hell, turn it off.
3.Apply the registry fix I was talking about. The latest one that works well is MarkC's fix AKA Cheesefix.
Here's a link for it. Instructions inside and all.
http://donewmouseaccel.blogspot.ca/2010/03/markc-windows-7-mouse-acceleration-fix.html
With all that in check you should have proper mouse movements.
If there's still an issue I would check your mouse itself, make sure its at at least 500hz to 1000hz polling rate and make sure the USB port is actually registering it properly.
MarkC's fix has a movement tester in it, It should look like this for no acceleration at all.
If you get green or red colors then you still have acceleration.
Here's my result, no accell at all as you can see.
http://i57.tinypic.com/vzabki.png
Good luck.
google it for sure x)
Vsync is not a performance option, the only way it affects GPU load is by decreasing it because it effectively caps your framerate based on your monitors refresh rate . So because your frame rate can never exceed a certain number , GPU load is stabilized. But the visual lag is introduced no matter what when vsync is on.
The reason adaptive vsync partially worked for you is because it's operation is different to vsync. With adaptive vsync , it actually turns on and off dynamically based on your framerate. When your framerate passes your monitors refresh rate , adaptive vsync turns on , then when your frames dip below again , it turns off . Tearing mostly happens when your framerate surpass your monitors refresh rate , this is when adaptive vsync turns on to prevent it , when your frames go below the refresh rate it turns off . During the time it's turned off that's when you have no input lag . That's why to you it still feels like there's delay because vsync turns on sometimes .
With my method you can have veync on at all times without the delay.
No not really, if you enable vsync, the delta between what fps you WOULD get and the fps you ARE getting determines the input delay. The more overhead your GPU has, the bigger the delay becomes because more time elapses between scanned images from the buffer and rendered images to the backbuffer
Triple buffering diminishes this somewhat by introducing an oppertunity for the GPU to remain operating. But it still doesn't completely elleviate it. But my GPU load was 80-90%, So enabling vsync shouldn't have created such a painfully noticable delay.
And no, i'm not going to set my refreshrate to 58? That introduces arbitrary doublescanning of the imagebuffer and introduce stuttering. I also don't like using 3rd party freeware or applying registry edits without knowing what's in them. This solves my problem with existing software.