HELLDIVERS™ 2

HELLDIVERS™ 2

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Chad : X-Caliber Mar 6, 2024 @ 3:37pm
Any plans to fix the mouse polling rate? PC gets scraps again...
It doesn't even poll synchronously with the render stack so even if you have 60fps locked, with mouse smoothing turned off you will still get constant mouse jitter from skipped/stacked polling samples. Between the smoothing interpolation delay and the judder, I'm almost certain most people are playing at framerates close to the half sample threshold, 30-40 fps?

Botching the networking dependency to require constant steam connection when you have a separate login, meta-game server, and local ring 0 anti-cheat is one thing, but this is a whole other level of, "Just give the PC players the scraps".

It was overlooked during the PC playtesting or god forbid, deemed not worth the time... ok.
So how many more patches for a junior dev to take a look at the input sampling and buffer and a senior review the PR before the day is out.... unless the input sampling is tied to the anti-cheat in which case the absurd CPU load even when on the lowest settings, looking at a wall, with no dynamic entities in the environment (ship/training) is starting to make some sense.

Sony would never let this fly on console, but the PC standards are so extremely low that most people ~apparently~ didn't notice the years of DX12 shader compilation stutter in almost every title, so I can't even be too disappointed. As per usual, an otherwise fantastic game is plagued with ♥♥♥♥♥♥♥♥ of targeting the lowest common denominator under the pretence that you can herd the rest of a population to accept subpar as par too.


It's funny, I don't remember the Magicka series having any of these problems, maybe save an occasional crash when four players are all combining dozens of spell effects at the same time... while your input is being processed on time before the render call.
Date Posted: Mar 6, 2024 @ 3:37pm
Posts: 0