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Let's Compile all 3360/3366 and their release dates for everyone - Page 46

post #451 of 739
Quote:
Originally Posted by ncck View Post

It doesn't feel floaty lol, your frame rate is low or high variance. My OW feels similar to cs and any other game with raw input

If you fps is lower you'll feel more laggy and that's about it. Also while the game is "easier" at top level there's definitely aim required to make a difference

A stable 300Fps with GTX1070 and an I76700K. Running the game and windows an ssd (a system that is optimized). And my monitor is a Asus ROG SWIFT PG248Q

Nah dude, the game is definitely not as raw feeling as Quake, cs or tribes. It is not bad but just not as snappy as those games mentioned. Even with all tweaks and such!

But if you dont feel that, that is amazing for you (i wish i could ignore that).

Also, it of course requires aim. But there are different types of games. Some that require raw target acquisition (games with a faster pace and higher time to kill) and others that require precise pinpoint aim (games with fast time to kill and a slower pace).

Also back to topic. This is not about games , this is about mice with the 3360 and 3366 sensors.


Does someone know when the Nixeus Revel will be available in Europe?
Edited by Athrutep - 7/26/16 at 7:20am
post #452 of 739
Quote:
Originally Posted by ncck View Post

It doesn't feel floaty lol, your frame rate is low or high variance. My OW feels similar to cs and any other game with raw input

If you fps is lower you'll feel more laggy and that's about it. Also while the game is "easier" at top level there's definitely aim required to make a difference

Ow definitely feels worse to me. I get 200+ constant on some maps in OW and while I get better than that in cs unless I'm dming on a newer map I definitely dont think it is just a framerate thing.
post #453 of 739
Quote:
Originally Posted by m0uz View Post

I messed up my maths in my last post. I was basing it off of the 3320's 4 frame or 0.8ms smoothing.

32 / 4 = 8

8 x 0.8 = 6.4ms of smoothing

Am I right in saying that?

Im confused by your math. At high framerate it is ~12000fps at low it is ~4000 afaik.

That means 1000ms/12000fps = 0.0833 ms per frame to 1000ms/4000fps = 0.25 ms per frame.

So that would be 32*0.083 = 2.67 ms to 32*0.25= 8ms depending on the framerate which depends on how fast you move your mouse.
post #454 of 739
Quote:
Originally Posted by chr1spe View Post

Im confused by your math. At high framerate it is ~12000fps at low it is ~4000 afaik.

That means 1000ms/12000fps = 0.0833 ms per frame to 1000ms/4000fps = 0.25 ms per frame.

So that would be 32*0.083 = 2.67 ms to 32*0.25= 8ms depending on the framerate which depends on how fast you move your mouse.

To be fair, I did tell you I'd probably be wrong
post #455 of 739
Quote:
Originally Posted by chr1spe View Post

Ow definitely feels worse to me. I get 200+ constant on some maps in OW and while I get better than that in cs unless I'm dming on a newer map I definitely dont think it is just a framerate thing.

https://youtu.be/8uYMPszn4Z8?t=501

Comparison of input lag between OW, CSGO and BF4
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post #456 of 739
Quote:
Originally Posted by 2shellbonus View Post

https://youtu.be/8uYMPszn4Z8?t=501

Comparison of input lag between OW, CSGO and BF4

Firing is kind of commonly used in these tests, but isn't really ideal. The time it takes from button press to start the firing animation isn't necissarily the amount of time from mouse movement to angular movement in game. Still I do think bf4 and OW are both a bit worse than csgo as far as input lag.
post #457 of 739
Quote:
Originally Posted by chr1spe View Post

Firing is kind of commonly used in these tests, but isn't really ideal. The time it takes from button press to start the firing animation isn't necissarily the amount of time from mouse movement to angular movement in game. Still I do think bf4 and OW are both a bit worse than csgo as far as input lag.

100% agreed. Tolerable, but definitely not as good as it could be. i lowered everything to minimum and i am getting a constant 300fps, still not as snappy.
Edited by Athrutep - 7/26/16 at 7:20am
post #458 of 739
didnt watch video but for example in csgo click to firing animation latency depends on tickrate, whereas camera panning doesn't
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post #459 of 739
csgo first person weapon events are fully predicted on the client

on listen servers, prediction correction is short-circuited <-- this part basically means that tickrate doesn't really affect it
post #460 of 739
i know, but the timing of animations is based on the client tickrate as well
hence the apparent input lag in weapon firing is at least 0 to 1/tickrate higher than for camera panning

(i haven't actually studied this in depth, but it's seems a very plausible explanation for why the latencies in various click-to-firing tests are way higher than what i've measured for motion latency)
Edited by qsxcv - 7/26/16 at 9:20am
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