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post #291 of 459
Quote:
Originally Posted by VolsAndJezuz View Post

Haha, oh no... now I feel pressure to get it to release asap cigar.gif

The next time I work on it, I will try to compile a list of features and changes that will be upcoming. There's so many that I don't think I can list even half of them off the top of my head.
awesome, I'm excited smile.gif
post #292 of 459
Hard to say, after several games i guess rinput makes mouse cursor feel slightly different, sometimes i forget to turn it on before going compettive lol
post #293 of 459
after playing with this new rinput for a couple of days I can definitely notice a difference compared to without it injected (even though I could never really tell a difference between old rinput, m_rawinput 1 and m_rawinput 0). While I've tested it in TF2 most of my analysis is based on experience in CS:GO due to the aim being a little more focused on crosshair control.

compared to m_rawinput 1 I found:
+ tapshots with the usp are better, potentially because of lower latency?
+ velocity has less of an impact on precision (with m_rawinput 1, the more precise I needed to be the more carefully I would move the mouse, but using this I find flicking very quickly to something just as precise or potentially even more precise)
- crosshair feels floaty and unstable when tracking
- more difficult to line up long range deagle shots

the second point is probably the only thing I would pick out if I weren't looking for differences, as it is incredibly noticeable in training_aim_csgo for example. With m_rawinput 1 the crosshair feels more reliable, presumably because I'm used to it; with rinput it feels slightly disconnected (not laggy, but akin to the feeling of using a sensei after using a 3310 for a while) but I am significantly more accurate when "blindly" flicking to a dot further away (blindly as in responding minimally to feedback on the monitor and relying on "muscle memory" to get my crosshair from a to b).

Tests done using a rival 300 @ 800 cpi/1.61 in-game, no accel etc, ~250 fps, and HPET disabled in bios. I'm not really sure which of the two is more raw, I'll keep using rinput for the next month or so and if m_rawinput 1 still feels more reliable after getting used to rinput I will probably revert to it.
post #294 of 459
Quote:
Originally Posted by VolsAndJezuz View Post

Haha, oh no... now I feel pressure to get it to release asap cigar.gif

The next time I work on it, I will try to compile a list of features and changes that will be upcoming. There's so many that I don't think I can list even half of them off the top of my head.
Not to pressure, but...ETA? biggrin.gif
post #295 of 459
Thread Starter 
It's hard to say, maybe 4-8 days roughly..? I've been concentrating on working out some minor bugs with the new RInput library (for things like opening/closing console, alt-tabbing, etc), which has taken a surprisingly long time to sort out (RInput library was in a completely different programming language that I had to learn). I'm down to the last bug that I'm aware of, which is mouse movement occurring while you have the buy or escape menu open in-game in CS:GO will be applied when those menus are closed.

Most of the work I have remaining in sourceGL proper is more of the tedious nature, but I also need to spend some time thinking and testing out the ideas I have for the new features and exactly how I want to go about implementing them. The new additions and such all but necessitate a reordering and facelift of the GUI, which is another surprisingly time-consuming and tedious part for me.

If everything goes like gangbusters, I could potentially have it ready in 3-4 days. But as anyone who has ever programmed before will know, it rarely if ever is that easy. If it looks like it may take a lot longer to do everything that I originally wanted to do in this major update, then I will probably just try to break them up in a sensible way into two updates, and include the ones that I have fully figured out or that naturally tie in with existing features and scope of sourceGL, just to get a good feature update out there because it has been awhile.
Edited by VolsAndJezuz - 11/5/15 at 5:32pm
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post #296 of 459
Take your time. Don't let that guy keep rushing you.
post #297 of 459
Thread Starter 
Hah thanks man, but I don't feel any pressure really.

dmbr isn't just that guy btw, he's one of the most famous sourceGL users that I'm aware of. And he includes sourceGL in a TF2 mega-release he does of tweaks, tools, and goodies, so it's good for sourceGL's sake, in terms of being spread to more people to discover and try it. sourceGL has a very limited natural audience of people who would seek out or be appreciative of what it provides.
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post #298 of 459
Does 40-80 fps mat_queue_mode 0 have less latency or 70-150 fps mat_queue_mode 2?
post #299 of 459
70-150 mqm2

if you don't use some fps cap, average input lag for mqm0 is
1.5 * frametime + [some offset]
and for mqm2 it is
2.5 * frametime + [some offset]

see my post here for more info and actual measurements
http://www.esreality.com/post/2691945/microsecond-input-lag-measurements/
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post #300 of 459
Quote:
Originally Posted by qsxcv View Post

70-150 mqm2

if you don't use some fps cap, average input lag for mqm0 is
1.5 * frametime + [some offset]
and for mqm2 it is
2.5 * frametime + [some offset]

see my post here for more info and actual measurements
http://www.esreality.com/post/2691945/microsecond-input-lag-measurements/

Felt like it.

Does using HIDUSBF cause some input lag if you have your mouse running at 1000Hz and the driver forcing it to 500Hz? I mean compared to using 500Hz on the mouse rather than "filtering" it through the HIDUSBF driver.
Edited by popups - 11/7/15 at 7:13pm
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