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sourceGL: RInput launcher + more for CS:GO/TF2 - Page 27

post #261 of 459
Thread Starter 
v2.06 released. Download the installer here or use of the 'Check for update' button to automatically update if you already have sourceGL installed:

Download sourceGL v2.06 installer

RInput.dll was updated to v1.35, which completely fixes packet loss as reported in the mouse-sensitivity.com threads (massive shoutout to qsxcv for helping me understand the RInput code and coming up with the fix).
Quote:
Originally Posted by dmbr View Post

Think the "big update" will be out in about a week? I'm not in a huge hurry.

I was able to find what I needed to make the "small update" for the new RInput, as I see this as the most important thing to be updated.

As for the "big update" that will have all the new features, I will redouble my efforts in getting it released. But getting it out in a week may be a little quicker than I am able to do. I was just overly ambitious with all the new things I wanted to include, so it's taking me a while to get all them working satisfactorily and also getting the GUI updated in a non-clunky way. Hopefully this is good for now thumb.gif
Edited by VolsAndJezuz - 10/19/15 at 3:28am
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post #262 of 459
Quote:
Originally Posted by VolsAndJezuz View Post

v2.06 released. Download the installer here or use of the 'Check for update' button to automatically update if you already have sourceGL installed:

Download sourceGL v2.06 installer

RInput.dll was updated to v1.35, which completely fixes packet loss as reported in the mouse-sensitivity.com threads (massive shoutout to qsxcv for helping me understand the RInput code and coming up with the fix).
I was able to find what I needed to make the "small update" for the new RInput, as I see this as the most important thing to be updated.

As for the "big update" that will have all the new features, I will redouble my efforts in getting it released. But getting it out in a week may be a little quicker than I am able to do. I was just overly ambitious with all the new things I wanted to include, so it's taking me a while to get all them working satisfactorily and also getting the GUI updated in a non-clunky way. Hopefully this is good for now thumb.gif
Awesome! Thanks for getting this up so quickly smile.gif
post #263 of 459
A bit offtopic but I didn't want to make a new thread about squezing more performance.
I've been trying out sensitivity combos and have noticed one thing. As you may know the polling rate of the mouse (e.g reports per sec/hz) normally takes some time to achieve when moving the mouse from a stop. Moving slowly also equals a low report rate. I normaly use 800dpi on a FK2 and 1 ingame sens. Using double the dpi and the half sensitivity drastically improves reports/sec moving very slowly and makes the mouse a little bit more responsive.
Has anyone tried playing with these things? I would like to know your results.
Edited by Soo8 - 10/20/15 at 1:53pm
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post #264 of 459
well yea, ignoring dpi-dependent smoothing, higher dpi is more responsive in the sense that for 1600dpi vs 400dpi you only need to move by 1/1600inches to get some sort of response on screen vs 1/400inches.

doesnt matter in practice unless you're using very high sens
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post #265 of 459
Quote:
Originally Posted by qsxcv View Post


...doesnt matter in practice unless you're using very high sens
Well csgo is slow paced compared to something like UT, Quake,Tf2... Lining up pixel-perfect awp shots and overall slow tracing should be a little bit easier and more fluid.
I'm going to test this ingame over a few days. If you don't hear anything from this account after a few weeks, assume I'm dead from smoothing poisoning.
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post #266 of 459
well 3310 has fixed smoothing for all dpis
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post #267 of 459
Thread Starter 
Quote:
Originally Posted by qsxcv View Post

well 3310 has fixed smoothing for all dpis

The first time I read this, I thought you meant something like Avago had released a new SROM for manufacturers that completely fixed its smoothing. Then I realized what you meant and I became sad again.

Has anyone ever done any quantitative or comparative analysis of the 3310's smoothing versus DPI? Or are all native, non-interpolated DPIs supposed to have the same smoothing treatment?
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post #268 of 459
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post #269 of 459
Thread Starter 
Welp.

Mind like a sieve.

So it generally seemed to indicate that smoothing may be the same across the DPI I tested. However that's far from definitive. As we all know, elucidating mouse data smoothing is extremely difficult not only because it is relatively subtle, but also because we don't know exactly what smoothing is or how to define it, as far as the mathematics going on in the MCU.

Maybe I should do the slam tests now.
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post #270 of 459
i'm very very sure, at least for the 9800 family (9800,3310,3988) that it just takes the arithmetic average of the last few data points.

mcu smoothing can be anything tho
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