Having this option on greatly reduces my fps but seems to speed up my mouse responsiveness. I don't know whether or not to keep it on or off. I have Vsync on, so would turning it off coupled with having this option disabled negate the input lag effects? Does anyone else experience lower responsiveness without the option ticked?
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Is there any reason not to turn "disable first rate frame lag" off?
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Yes there is certainly some mouse input lag with it unticked.
On the wider point of the general issue of input lag with UT3, someone suggested on 2kgames forum that with Bioshock(UE3) Quote: the "input polling wasn't 'decoupled' from the rendering/game logic. Rendering is I would hope independent of the game logic within the game (even if using delta timing/time based logic rather than frame based), but it's possible that within the logic code there is an anomoly that means the mouse starts lagging as frames drop".
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VSync synchronizes your monitor's refresh rate with your video card to eliminate the tearing that results from having your card work faster than your monitor. However, the card is still working faster - vsync just prevents the frames from getting to your screen before it's ready for them. The result? The frames are held in a buffer for several ms until they are ready to be shown on screen. That amount of milliseconds is your input lag.
Leaving the 'disable one frame thread lag' ticked apparently puts a greater load on your card, lowering your framerate and therefor reducing this effect. Thankfully, I found a work around recently.
You can eliminate mouselag entirely while using vsync by turning on fps smoothing and setting the minimum threshold (ini the INI) to several fps below your monitor's refresh rate. If you're using a 75hz monitor, set the minimum fps to 73. Then you can leave 'disable one frame thread lag' turned off without any mouse input lag. If your monitor is 60hz, you'll have to set your minimum to an unfortunate 57 or 58, but for the most part your fps will be consistent and any hitching you might experience will be significantly less noticeable than mouse lag or tearing.
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When I first installed patch 2.0 it changed my .ini (for god knows why) and unticked the option, and I basically found the game unplayable for 3 or 4 days until I noticed.
Unticking this option literally cuts my ability to play in 3, it's terrible. It should be checked by default, or have a better description - there are probably 100's of people playing with this (unplayable) delay.
I would take low framerate & responsiveness over input delay ANY day.
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Originally posted by i_hax View PostWhen I first installed patch 2.0 it changed my .ini (for god knows why) and unticked the option, and I basically found the game unplayable for 3 or 4 days until I noticed.
I would take low framerate & responsiveness over input delay ANY day.
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Originally posted by shombowhore View PostVSync synchronizes your monitor's refresh rate with your video card to eliminate the tearing that results from having your card work faster than your monitor. However, the card is still working faster - vsync just prevents the frames from getting to your screen before it's ready for them. The result? The frames are held in a buffer for several ms until they are ready to be shown on screen. That amount of milliseconds is your input lag.
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From wikipedia, on the double buffering:
If the system has two color buffers A and B, it can display buffer B while drawing a new picture (rendering) into buffer A. When it is done rendering into buffer A, the system needs to wait until buffer B is in the monitor's vertical blank period before swapping buffers. This waiting period could be several milliseconds during which neither buffer can be touched. At 60 frames per second, there are only 16.67 milliseconds in which to draw the frame, so this delay could waste valuable frame time.
... if the system is interactive (for example, a simulator or a video game), and using triple buffering as a fixed order reservoir, triple buffering increases the average delay between the input controls being read and visual feedback being presented to the user. In the other case where frames can be dropped without being displayed, triple buffering can actually lower response time by including input data which wasn't available when the previous dropped frames were rendered.
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Originally posted by shombowhore View PostVsync does indeed cause input lag. And although some LCDs have delayed images, mine does not. However, I failed to properly explain the issue, because I do not know enough about the specifics. However, the problem occurs when the buffers are filled.
From wikipedia, on the double buffering:
And on triple buffering:
Yes it is hard to get a grip on but unless you are getting a very poor frame rate below your monitors vsync or your framerate is jumping all over the place from high to low then you shouldn't be getting very much input lag except perhaps if you have a poor quality LCD.
Its all about synchronization AFAIK.
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Originally posted by Jov4s View PostHave the ``disable one thread frame lag`` option unthicked, and have vsync and smoothing enabled with min: 60 max 120.
I do have problems aiming, while having 60 fps, so this would be cause of input lag?
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Originally posted by gargorias View PostYes it is hard to get a grip on but unless you are getting a very poor frame rate below your monitors vsync or your framerate is jumping all over the place from high to low then you shouldn't be getting very much input lag except perhaps if you have a poor quality LCD.
My framerates in UT3 were consistently above my refresh rate until I capped them using framerate smoothing to remove the mouselag brought on by vsync.
edit: And I do not have a poor quality LCD.
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