Forged Alliance Forever Forged Alliance Forever Forums 2015-02-10T22:15:24+02:00 /feed.php?f=2&t=8501 2015-02-10T22:15:24+02:00 2015-02-10T22:15:24+02:00 /viewtopic.php?t=8501&p=93572#p93572 <![CDATA[Re: UI/Mouse lag possible placebos and solutions]]>
Hopefully those who experience lag check on this problem first, instead of doing a thousand other things.(although it is a learning experience)

To check I suggest getting nvidia inspector or something like it to monitor your gpu clock speeds during gameplay, they should not be randomly dropping down.

Statistics: Posted by SeraphimLeftNut — 10 Feb 2015, 22:15


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2015-02-07T10:24:07+02:00 2015-02-07T10:24:07+02:00 /viewtopic.php?t=8501&p=93121#p93121 <![CDATA[Re: UI/Mouse lag possible placebos and solutions]]> 2. You can remove sounds files with sounds you don't want to hear from the sound folder in Supcom FA
3. You will get a lot of errors in the log files, so make sure you don't have the keep logs option checked in FAF settings menu
4. enable snd_SpewSound
5. enable snd_ExtraDoWorkCalls
6. set ren_FogIntensity 10000

Just for fun try sc_FrameTimeClamp = 0 and ren_FrameTimeSeconds = 0

Statistics: Posted by SeraphimLeftNut — 07 Feb 2015, 10:24


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2015-02-03T03:06:29+02:00 2015-02-03T03:06:29+02:00 /viewtopic.php?t=8501&p=92762#p92762 <![CDATA[Re: UI/Mouse lag possible placebos and solutions]]>
Ceneraii wrote:
could try changing mouse sensitivity in windows

This is almost like suggesting to try to upgrade mexes in supcom

Statistics: Posted by SeraphimLeftNut — 03 Feb 2015, 03:06


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2015-02-03T03:02:23+02:00 2015-02-03T03:02:23+02:00 /viewtopic.php?t=8501&p=92761#p92761 <![CDATA[Re: UI/Mouse lag possible placebos and solutions]]> Statistics: Posted by Ceneraii — 03 Feb 2015, 03:02


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2015-02-03T00:41:57+02:00 2015-02-03T00:41:57+02:00 /viewtopic.php?t=8501&p=92745#p92745 <![CDATA[Re: UI/Mouse lag possible placebos and solutions]]> Statistics: Posted by SeraphimLeftNut — 03 Feb 2015, 00:41


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2015-02-01T19:20:22+02:00 2015-02-01T19:20:22+02:00 /viewtopic.php?t=8501&p=92678#p92678 <![CDATA[Re: UI/Mouse lag possible placebos and solutions]]>
SeraphimLeftNut wrote:
TrixX wrote:
SeraphimLeftNut wrote:Yes MarkC acceleration fix seems to help. I have been using it over the past month.

The really important part is to keep Windows settings at 6 and use the DPI changes on the mouse to suit. Otherwise it fails to use all the data from the mouse, which can result in glitchy movement.


There is a script "MarkC_Windows_8+7+Vista+XP_MouseFix_Builder.vbs" that allows you to choose your slider position. I have it at 3. Placing it on 6 and adjusting dpi makes the mouse cursor very unresponsive at small mouse movements.(its like fake acceleration, even after the fix is applied)

Intriguing, I run at Win 6, but use between 800 and 1600 DPI (mostly 1200) for a 1080p screen. From stationary movement there is always a 2 pixel movement, but other than that it's pixel perfect as long as there is no outside Mouse Acceleration interference.

I use a FUNC MS3-2 mouse though and have found it's software to be very good. My old Razer Mamba was always off though with odd moments of acceleration all the time. Most laser mice I've used have suffered from this issue. It was lessened when I started using a solid Aluminium Mouse Pad though instead of normal soft or plastic mouse pads.

As always mileage differs between user and component :mrgreen:

Statistics: Posted by TrixX — 01 Feb 2015, 19:20


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2015-01-31T15:53:19+02:00 2015-01-31T15:53:19+02:00 /viewtopic.php?t=8501&p=92624#p92624 <![CDATA[Re: UI/Mouse lag possible placebos and solutions]]>
TrixX wrote:
SeraphimLeftNut wrote:Yes MarkC acceleration fix seems to help. I have been using it over the past month.

The really important part is to keep Windows settings at 6 and use the DPI changes on the mouse to suit. Otherwise it fails to use all the data from the mouse, which can result in glitchy movement.


There is a script "MarkC_Windows_8+7+Vista+XP_MouseFix_Builder.vbs" that allows you to choose your slider position. I have it at 3. Placing it on 6 and adjusting dpi makes the mouse cursor very unresponsive at small mouse movements.(its like fake acceleration, even after the fix is applied)

Statistics: Posted by SeraphimLeftNut — 31 Jan 2015, 15:53


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2015-01-31T13:39:23+02:00 2015-01-31T13:39:23+02:00 /viewtopic.php?t=8501&p=92620#p92620 <![CDATA[Re: UI/Mouse lag possible placebos and solutions]]>
SeraphimLeftNut wrote:
Yes MarkC acceleration fix seems to help. I have been using it over the past month.

The really important part is to keep Windows settings at 6 and use the DPI changes on the mouse to suit. Otherwise it fails to use all the data from the mouse, which can result in glitchy movement.

Statistics: Posted by TrixX — 31 Jan 2015, 13:39


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2015-01-31T11:56:45+02:00 2015-01-31T11:56:45+02:00 /viewtopic.php?t=8501&p=92613#p92613 <![CDATA[Re: UI/Mouse lag possible placebos and solutions]]>
Domino wrote:
Hey UI lag in game is caused by 2 things, its not hardware or acceleration or even the mouse you use..

here is a function i did to make clicking faster.. what it does is is activation the mouse on the UI when you click.. (default is release mouse)
Code:
--custom function to handle the single click behaviour of the mouse.
function CustomHandleEvent(self, event)
    local eventHandled = false

    if event.Type == 'MouseEnter' then
        if self.mAltToggledFlag then
            self:SetTexture(self.mAltHighlight)
        else
            self:SetTexture(self.mHighlight)
        end
        self:OnRolloverEvent('enter')
        self:Play()
        if self.mRolloverCue then
            local sound = Sound({Cue = self.mRolloverCue, Bank = "Interface",})
            PlaySound(sound)
        end
        self.mMouseOver = true
        eventHandled = true
    elseif event.Type == 'MouseExit' then
        if self.mAltToggledFlag then
            self:SetTexture(self.mAltNormal)
        else
            self:SetTexture(self.mNormal)
        end
        self:OnRolloverEvent('exit')
        self:Play()
        self.mMouseOver = false
        eventHandled = true
    elseif event.Type == 'ButtonPress' or event.Type == 'ButtonDClick' then
        self:OnClick(event.Modifiers)
        if self.mClickCue then
            local sound = Sound({Cue = self.mClickCue, Bank = "Interface",})
            PlaySound(sound)
        end
        self:Play()
        eventHandled = true
    end

    return eventHandled
end


the other MAIN reason why the UI lags is the actual function to get the textures, what it does is iterate the textures "folders" for all factions, before it searches the common folder which is where most of the textures used are.. it does this every time the UI updates. mostly though you see the "lag" when the ui is not present like when you click a unit and it shows, or when you select another unit which is different.

the way i got around this is to cache all textures and then save there locations first time they are loaded, so the next time it wants that texture it finds it instantly OR it looks for it. however in my mod if it didnt find the texture first time i just return null.. doing it this way it speeds up the UI 10000 fold and makes stuff appear instantly
with no lag.. that coupled with the mouse fix above makes absolutely no ui lag at all.

it also makes it impossible to overload the ui, no matter how many textures are loaded there will never be lag.

Domino



Would be a great idea to add this to FAF.

Resin

Statistics: Posted by Resin_Smoker — 31 Jan 2015, 11:56


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2015-01-31T10:52:14+02:00 2015-01-31T10:52:14+02:00 /viewtopic.php?t=8501&p=92611#p92611 <![CDATA[Re: UI/Mouse lag possible placebos and solutions]]>
TrixX wrote:
This maybe my first post, but I'll just add I've been a PC Hardware Technician for 14 years now and specialise in Gaming builds and setups.

I noticed in your first post you note you have a preference for low windows mouse settings and high DPI. This is something I need to address first.

Due to the way Windows mouse settings are setup adjusting above and below the 6 point (centre point) of the mouse speed slider causes issues with mouse movement and registration.

Moving it below actually causes windows to discard data sent from the mouse when it exceeds a threshold, in turn it just literally takes a reduced sample of the data making any high DPI settings on the mouse actually irrelevant as barely any of the data is being used for mouse accuracy. The second part of the problem is that each notch moved is not a linear decrease, it's a logarithmic one so each one compounds the issue further and further. The only setting that doesn't discard or alter the information (i.e. gives raw mouse input) is at the centre point (point 6 on the 11 point scale).

Aside from the movement of Windows mouse settings from the centre point there is that Windows has some hidden mouse input limits. Win 7 and Win 8 both have a minimum 50ms delay from input to action. Some don't notice this delay, but others do, when trying to remove all lag issues from game first point is to reduce this delay to 0ms. The second issue here is that there is a hidden limit on refresh rate (polling rate) of the mouse so if you have a mouse that poll's at 1000 MHz then only a maximum of 167MHz is being read by Win 7 or 8 in it's default settings. This again reduces the accuracy of mouse movement and causes lost data and slight stuttering of the mouse, especially at high DPI settings.

Anyway there is a fix for this with a much better detailed explanation:
(apparently I'm too spammy for a new user, so had to remove url) Google MarkC Windows 8.1 + 8 + 7 Mouse Acceleration Fix

I've used this to great effect, and it reduces the need to use high DPI settings on your mouse. For instance in some games I was running 3200 DPI before and after running 1200-1600. It makes a big difference and gives linear movement and proper raw mouse input back to the player.


Yes MarkC acceleration fix seems to help. I have been using it over the past month.

Statistics: Posted by SeraphimLeftNut — 31 Jan 2015, 10:52


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2015-01-29T09:32:21+02:00 2015-01-29T09:32:21+02:00 /viewtopic.php?t=8501&p=92495#p92495 <![CDATA[Re: UI/Mouse lag possible placebos and solutions]]>
I noticed in your first post you note you have a preference for low windows mouse settings and high DPI. This is something I need to address first.

Due to the way Windows mouse settings are setup adjusting above and below the 6 point (centre point) of the mouse speed slider causes issues with mouse movement and registration.

Moving it below actually causes windows to discard data sent from the mouse when it exceeds a threshold, in turn it just literally takes a reduced sample of the data making any high DPI settings on the mouse actually irrelevant as barely any of the data is being used for mouse accuracy. The second part of the problem is that each notch moved is not a linear decrease, it's a logarithmic one so each one compounds the issue further and further. The only setting that doesn't discard or alter the information (i.e. gives raw mouse input) is at the centre point (point 6 on the 11 point scale).

Aside from the movement of Windows mouse settings from the centre point there is that Windows has some hidden mouse input limits. Win 7 and Win 8 both have a minimum 50ms delay from input to action. Some don't notice this delay, but others do, when trying to remove all lag issues from game first point is to reduce this delay to 0ms. The second issue here is that there is a hidden limit on refresh rate (polling rate) of the mouse so if you have a mouse that poll's at 1000 MHz then only a maximum of 167MHz is being read by Win 7 or 8 in it's default settings. This again reduces the accuracy of mouse movement and causes lost data and slight stuttering of the mouse, especially at high DPI settings.

Anyway there is a fix for this with a much better detailed explanation:
(apparently I'm too spammy for a new user, so had to remove url) Google MarkC Windows 8.1 + 8 + 7 Mouse Acceleration Fix

I've used this to great effect, and it reduces the need to use high DPI settings on your mouse. For instance in some games I was running 3200 DPI before and after running 1200-1600. It makes a big difference and gives linear movement and proper raw mouse input back to the player.

Statistics: Posted by TrixX — 29 Jan 2015, 09:32


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2015-01-26T23:36:32+02:00 2015-01-26T23:36:32+02:00 /viewtopic.php?t=8501&p=92283#p92283 <![CDATA[Re: UI/Mouse lag possible placebos and solutions]]>
Disclaimer: Don't do anything if you don't have to and be aware that changing registry keys and flashing the bios on the gpu can destroy things
1. update win 7 to win 8
2. flash the bios on the GPU to turn off boost
3. mess with registry entries for multimedia class scheduler
https://msdn.microsoft.com/en-us/librar ... 85%29.aspx
http://forums.guru3d.com/showthread.php?t=327922
4. Install directx 9 controll panel
http://www.majorgeeks.com/files/details ... panel.html
turn the enumerate ramp rasterizer on
5. Remove all realtek audio drivers/software replace with standard microsoft shit
6. Turn off unnecessary windows 8 services. I can clearly feel the ui lag come in when there is random stuff happening on the harddrive, like BITS for example.
Actually the most lag free experience I've had was when I disabled all audio devices in in the device manager.
7. Install Nvidia inspector and underclock the gpu, while keeping the fan on high. (It seems that keeping temperatures constant keeps power saving bs from turning on, my gpu temperatures never went above 40C without underclocking or messing with fan speed(just so that people don't assume shit))

Statistics: Posted by SeraphimLeftNut — 26 Jan 2015, 23:36


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2014-11-16T08:02:52+02:00 2014-11-16T08:02:52+02:00 /viewtopic.php?t=8501&p=85986#p85986 <![CDATA[Re: UI/Mouse lag possible placebos and solutions]]> The current list of things to have to not have lag:
AZUI mod
turn off dpi scaling in the video card preferences
in power options turn cpu idle state to 100%
leave task manager open in the background

Statistics: Posted by SeraphimLeftNut — 16 Nov 2014, 08:02


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2014-11-04T07:25:38+02:00 2014-11-04T07:25:38+02:00 /viewtopic.php?t=8501&p=85136#p85136 <![CDATA[Re: UI/Mouse lag possible placebos and solutions]]>
Aulex wrote:
SeraphimLeftNut wrote: Please don't refrain from replying with something like "you are just wasting power"

lol


My double negatives are to be taken in parallel, not series mode.

Statistics: Posted by SeraphimLeftNut — 04 Nov 2014, 07:25


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2014-11-04T06:24:49+02:00 2014-11-04T06:24:49+02:00 /viewtopic.php?t=8501&p=85133#p85133 <![CDATA[Re: UI/Mouse lag possible placebos and solutions]]>
SeraphimLeftNut wrote:
Please don't refrain from replying with something like "you are just wasting power"

lol

Statistics: Posted by Aulex — 04 Nov 2014, 06:24


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