The feeling of the mouse.

RegnarebRegnareb Join Date: 2007-08-26 Member: 62008Members, NS2 Playtester
<div class="IPBDescription">not performance related</div>Hi everyone,

For my first topic I wanted to talk about a thing that has been bothering me since the first day of the alpha.

I didn't wanted to talk about it before because I though the game was not very smooth at that time, but today I could finish en entire game with better frame rate and less lag, so I can definitively be sure that it's not a performance problem anymore (tested in local too to be sure).
I believe there had been a lot of mouse feeling topics in the past, but I never seen that observation.

When I move my mouse to rotate my marine, it feels really weird in comparison to all other FPS games and NS1 too. The pivot axis seems like it is outward of the player character and don't feel responsive. It is really weird and unnatural, it totally breaks the immersion each time I have to move, and the aim is so difficult with that kind of comportment, it is really <b>REALLY</b> different than any other games, I have never encountered that type of feeling in any other FPS, and it's my favorite type of game.

Perhaps the axis is in front of the player, perhaps there is a delay when I move the mouse, I can't really tell.

Has anyone noticed the same thing? Why it is like that? It seems odd to say that but could the dev' check if everything is "correct"? Is there any kind of mouse acceleration? 

Comments

  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    I have only encountered this when having low fps, especially since b189. Something changed in b189 that made low fps even worse for input lag. Otherwise, I have about the same responsiveness as in other games.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    There is definitely a delay on some machines. We investigated on two different machines in the office running at the same frame rate, and on one there was a huge delay between when the mouse was moved and when the player turned and on the other it was instantaneous. I think this has something do to with the graphics driver (one is buffering multiple frames before displaying them), but I'm still investigating it.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited December 2011
    Yes, some people reported that some drivers default to different Render-Ahead-Frames (some 3, some 1). <strike>By the way, would changing that setting intefere with Triple Buffering? I hate tearing and so usually have VSync + Triple Buffering on for all games (except NS2, for max performance).</strike> (EDIT: stupid me.)

    EDIT: Found something on that topic on AnandTech: <a href="http://www.anandtech.com/show/2794/4" target="_blank">http://www.anandtech.com/show/2794/4</a> the "UPDATE" text in italic at the bottom of the page.
    The article states in DirectX this is all defined by the program itself, not the drivers, although you can force it there.
    I can't understand at all why there is no proper Triple Buffering in DirectX. :/
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    This doesn't fix the problem, but if you crank down in-game mouse sensitivity and crank it up outside of the game (I have a MX518), it seems to mitigate the issue. You still have a delay, but it reduces your need to overcompensate and generally makes the mouse movement feel smoother.
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    I agree with OP, and I think that while some machines do have this effect very noticeably, it doesn't actually go away totally for anyone.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1888745:date=Dec 6 2011, 04:33 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Dec 6 2011, 04:33 PM) <a href="index.php?act=findpost&pid=1888745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[...] I think this has something do to with the graphics driver (one is buffering multiple frames before displaying them) [...]<!--QuoteEnd--></div><!--QuoteEEnd-->
    I've considered that, and set the amount of frames it is allowed to buffer to 0, as well as disabling vsync, triple-buffering and killing off any quality-improving settings just in case. Alas, to no avail. Although, it may have decreased the mouse-lag very slightly, but it's still there in unacceptable magnitudes.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    One should dump mouse position from the game in a file and record it with a different program and see if there is a difference, otherwise it's the display I guess...
  • lame-olame-o Join Date: 2010-04-24 Member: 71517Members
    edited December 2011
    Hey, yeah I also noticed this mouse problem. It seems to me that it's not really an issue with delays, but more that the camera movement feels unnatural, its really jerky and it's basically like what you'd expect for camera control in a 3d environment prototype. I think other games might have a sort of easing or acceleration/deceleration of the camera movement, but I have no idea really, they just make it feel fluent and natural somehow.

    Camera "fluidity" is kind of a new feature in AAA games though I think, it wasn't in BF2/HL/Q3/etc. Doom 3 had perfect camera control though, so I'd like to see something like that in NS2.

    It's not really a problem, but it would feel a lot nicer if it got some attention before 1.0
  • IronsoulIronsoul Join Date: 2011-03-12 Member: 86048Members
    original poster is lucky, only noticing wonky mouse feel in spark engine. I notice it in all engines, except unreal engine 3.

    Note: This does not mean I have it "bad", I'm just saying I notice very slight mouse lag in all games. Including source engine, and that only has slight lag(5ms or something tiny), but it's just enough to make things not feel right, which causes me to play badly.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    edited December 2011
    I fixed this issue by disabling mouse acceleration in windows.

    Also there is a difference in using WLAN mouses or cable.
  • Spektor56Spektor56 Join Date: 2010-11-10 Member: 74858Members
    edited December 2011
    <!--quoteo(post=1888985:date=Dec 7 2011, 10:50 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Dec 7 2011, 10:50 PM) <a href="index.php?act=findpost&pid=1888985"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I fixed this issue by disabling mouse acceleration in windows.

    Also there is a difference in using WLAN mouses or cable.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think logitech drivers have the options "Speed" or "Precision" as well, I would try both of these settings and see what happens. I use a laptop right now so haven't bought the game yet to try it :)

    Back in the counter-strike days there was a CPL Mouse Fix registry file to disable mouse acceleration that everyone used to use.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    edited December 2011
    The mouse movement was the first strange thing I noticed playing NS2 the first time.

    Usually the mouse should have constant speed (without acc.) or ist should turn your character further, the faster you move the mouse (with acc.), so you can aim precisely and turn around rapidly. I Usually play wihout acc.

    In NS2 it is the other way around; fast reaction at small/slow mouse movements (aiming) and slow reaction at big/fast movements (180 spins).

    At build 189 I don't notice that anymore, because - in addition - there's mouselag.

    I always hoped they will rework the mouse input system, to be like in quake or any other shooter.


    Talking about the axis: When you are in dead cam the camera moves like if you are rotating around an invisible axis in front of you; may that be part of the problem for living players?



    Now that a few people experience strange mouse behavior, I'm sure they'll get this. (Don't be too proud Max, just copy'n'paste the damn Q3-Code ;) )
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1888990:date=Dec 7 2011, 11:08 PM:name=countbasie)--><div class='quotetop'>QUOTE (countbasie @ Dec 7 2011, 11:08 PM) <a href="index.php?act=findpost&pid=1888990"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->(Don't be too proud Max, just copy'n'paste the damn Q3-Code ;) )<!--QuoteEnd--></div><!--QuoteEEnd-->
    That would be a GPL-violation, but agreed that Q3 achieved perfection in this area.

    I'm not sure I've noticed any (unintended) mouse-accel, but maybe that's because of the low FoV, bad FPS and newly introduced mouse-lag obscuring it.
  • hellwooferhellwoofer Join Date: 2004-01-02 Member: 24962Members
    I totaly agree with this. Yesterday was my first time playing NS2 beta and the first thing i realized was: What the.. is going on with the mouse. No strafing and stuff. It's like the mouse influences the movement too much, it should more influence the view but not the way of movement. It feels realy wierd like the author said. Its not the same feeling as in ns1. This fast movement with skulks and stuff like in ns1 seems to me like impoissible in comparison.

    Maybe thats something to work on.
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