Lag Compensation Feature? -1 reply

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Leopardi

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16th October 2006

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#31 12 years ago

|D|Jaws;4125414LOL....you say low refresh rate 60Hz LCD....could you define a high refresh rate 60Hz LCD????

There isn't such as thing as low refresh rate 60Hz LCD.

60Hz is 60Hz is 60Hz...and it all translates to 60 fps.

Now if you are talking about pixel response time in an LCD, well that is completely different.

Now please read my post again. I'm telling that 60Hz is a low refreshrate, and that combined to LCD input lag, mouse lag gets horrible. And mouselag indeed does decrease your aim, so I don't need to read your lousy texts, because I know it does.

CRT doesn't have this problem. You can enable higher refresh rates like 85Hz, and there is no input lag. But nowadays LCD has input lag. And with that, 60Hz refresh rate, and V-sync enabled, the problem kicks in and hard, aiming is almost impossible.

You can help it by decreasing flip queue size/prerendering limit, but mouselag still exists, limiting your aim.




Leopardi

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#32 12 years ago

|D|Jaws;4125414LOL....you say low refresh rate 60Hz LCD....could you define a high refresh rate 60Hz LCD????

There isn't such as thing as low refresh rate 60Hz LCD.

60Hz is 60Hz is 60Hz...and it all translates to 60 fps.

Now if you are talking about pixel response time in an LCD, well that is completely different.

Now please read my post again and think. I'm telling that 60Hz is a low refreshrate, and that combined to LCD input lag, mouse lag gets horrible. And mouselag indeed does decrease your aim, so I don't need to read your lousy texts, because I know it does.

CRT doesn't have this problem. You can enable higher refresh rates like 85Hz, and there is no input lag. But nowadays LCD has input lag. And with that, 60Hz refresh rate, and V-sync enabled, the problem kicks in and hard, aiming is almost impossible.

You can help it by decreasing flip queue size/prerendering limit, but mouselag still exists, limiting your aim.




|D|Jaws

The Internet ends at GF

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24th March 2005

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#33 12 years ago
FryaDuck;4125596Anyone running Nvidia 6 Series and above plus the 169.21 drivers is able to enable triple buffering without the use of DXTweaker.

Not true. Triple Buffering via the NVidia Control Panel only works for OpenGL games...NOT D3D games. Show me otherwise.

:deal:

TweakGuides.com - Gamer's Graphics & Display Settings Guide

As of October 2007:

By the way I'm not aware of any compelling reason why ATI or Nvidia don't build Triple Buffering for Direct3D as an option into their standard graphics control panels. For the moment, if you wish to use Triple Buffering in D3D games you will have to use third party utilities like DXTweaker, RivaTuner or ATI Tray Tools utilities above until it is incorporated into more games and finally into the graphics driver control panels.



|D|Jaws

The Internet ends at GF

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24th March 2005

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#34 12 years ago

Leopardi;4125648Now please read my post again and think. I'm telling that 60Hz is a low refreshrate, and that combined to LCD input lag, mouse lag gets horrible. And mouselag indeed does decrease your aim, so I don't need to read your lousy texts, because I know it does.

CRT doesn't have this problem. You can enable higher refresh rates like 85Hz, and there is no input lag. But nowadays LCD has input lag. And with that, 60Hz refresh rate, and V-sync enabled, the problem kicks in and hard, aiming is almost impossible.

You can help it by decreasing flip queue size/prerendering limit, but mouselag still exists, limiting your aim.

LCD input lag used to be monitor specific...it was not across the entire market....just certain monitors. And the problem was worsened by gamers using bad mice, slow vid cards, wrong configs, slow CPU's etc.

So mouse lag does affect aim, but it's not on the scale that you suggest. Actually, besides reading about input lag in tests, you are the first person in 2007 that I've personally come across to report such.




General_Henry

Veteran Tanker

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29th April 2006

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#35 12 years ago

how do you manually set the compensation?




|D|Jaws

The Internet ends at GF

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#36 12 years ago
General_Henry;4125886how do you manually set the compensation?

http://forums.filefront.com/4124675-post27.html




Kev4000

GF is my bext friend *hugs GF*

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5th October 2007

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#37 12 years ago
|D|Jaws;4126857http://forums.filefront.com/4124675-post27.html

I think he's wondering how to set the compensation to a specific amount of miliseconds. However I don't believe such a thing was included, and that only a feature to use the detected ping works.




masked_marsoe Advanced Member

Heaven's gonna burn your eyes

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16th April 2005

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#38 12 years ago
stylie;4124337While I love the iron sites as well as a hit indicator, it's definetly tougher. Also, is anyone getting hit indication when you shoot dead bodies or am I seeing things?

I think it's to do with the difference between "dead" and "incapacitated before death".




|D|Jaws

The Internet ends at GF

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#39 12 years ago
Kev4000;4127019I think he's wondering how to set the compensation to a specific amount of miliseconds. However I don't believe such a thing was included, and that only a feature to use the detected ping works.

For whatever reason, these forums have issues with linking to a particular post...

http://forums.filefront.com/4124675-post27.html

Usersettings.con This file is found under your \Program Files\EA Games\Battlefield 2\mods\bf2\Settings directory. There are two particular settings of interest here which are reported to help reduce the inaccurate feel /hit detection of weapons fire in BF2:

SettingsManager.floatSet GSDefaultLatencyCompensation 0.100000 This setting controls latency (or 'lag') compensation, which involves the game attempting to offset the delay between information being sent from your machine to the server and back again (as measured in milliseconds by your Ping). In games without client-side latency compensation, you have to lead your target by a certain amount, since whenever you fire a weapon your bullets will actually register in the game world with a delay equal to your Ping. In BF2, whenever you fire a weapon, whatever appears in your crosshairs at that particular moment is registered as being hit, regardless of where they actually are at that point in time. This removes the need to predict where your target will be based on ping delay, and makes the game feel more responsive. However it can also introduce quirks like ducking behind a wall and still being hit.

In any case, this setting controls the default latency compensation applied, and the normal value is 0.100000 = 100ms. Some people claim that by adjusting this value to match your average ping in the servers you play, it can improve hit detection. For example, if you typically have a 50ms Ping, setting this to 0.050000 should improve the feeling of accuracy in the game. To be honest having experimented with this setting in isolation I didn't notice much difference either way. I believe the latency compensation is actually dynamic, only starting at the default value given in this setting, and adjusting to match your average ping over time. However even if it isn't, in general you can try to match your Ping with this setting to see the results. Note that lowering this setting well below or above your average Ping will only add to lag and may decrease your accuracy at best, so stick with keeping it equal to the Ping you get on most servers.