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Overwatch Raw Input

15K views 72 replies 26 participants last post by  daniloberserk 
#1 ·
I know this game has Raw Input on by default, but my crosshair feels sluggish compared to other games. How come no one is talking about this? Is there a program or something for good raw input on this game?
 
#3 ·
That is normal, if you are spoiled by games like Quake, Tribes and games that use the Source engine. The input in Overwatch is definitely not as crisp as those games(yet still better than many other games).

Still good enough at (ideally)200fps and above for what you need to do in the game. If all you play is Overwatch you get used to it and it's only really apparent after playing other games prior to switching to Overwatch.

If it feels really terrible, then there is something else going on. If you haven't already, turn off v-sync, check your fps ingame, make sure to play in fullscreen and not windowed and set your maximum pre-rendered frames to 1 in your nvidea/amd drivers.
 
#8 ·
Quote:
Originally Posted by nodicaL View Post

Unfortunately, you need around 200FPS for your mouse to feel snappy.
^ I've also heard that you need more FPS than the maximum FPS cap in-game allows to get less than 5ms input lag. I get like 8-11ms with the average FPS I'm able to get on my system, absolute minimum settings. ;/

Being the only FPS game I play, though, I don't really notice the lag anymore.
 
#9 ·
Quote:
Originally Posted by Avalar View Post

^ I've also heard that you need more FPS than the maximum FPS cap in-game allows to get less than 5ms input lag. I get like 8-11ms with the average FPS I'm able to get on my system, absolute minimum settings. ;/

Being the only FPS game I play, though, I don't really notice the lag anymore.
I find that in Overwatch I have a really difficult time aiming comfortably, my cursor feels like it randomly speeds up and slows down, not sure if it's my OS or the game since I don't get it in CS:GO.
 
#10 ·
my personal experience after 300h on this game is that your really need 300fps if you can as being cpu limited feels better then gpu limited.

you can see that near your fps counter 1 dot or 3 dot. its maybe why if you cant cap 300 its adviced to cap at your screen refresh rate +10 or whatever you can achiev but keep in mind 300fps in training mode is not the same while in the middle of a fight with 30effect and 11 players around you.

also my personal settings on a ryzen with a 1070 at 1440p is that model and texture quality with antialia at ultra doesnt affect fps much while all the rest is at the minimum or off but it helps with long distance visibility

at 1440p 1070 even all settings at low cant be cpu limited if unlocked at 300fps but works if scale it down to 75% of the resolution which worked perfect for me and now can mantain 270 to 300 fps in most situation and then it start to feel you can aim with mc cree for exemple while having decent looking texture and visual options and for me at least long distance view.

let me know if it feels the same for you.
 
#12 ·
Quote:
Originally Posted by Alya View Post

I find that in Overwatch I have a really difficult time aiming comfortably, my cursor feels like it randomly speeds up and slows down, not sure if it's my OS or the game since I don't get it in CS:GO.
Yeah, because OW is so poorly optimized in the input aspect that it depends THAT much on your current FPS. Scoping in with the rifle for Widowmaker, for example, literally makes your cursor less responsive by rendering the scope HUD. T_T It's one of the few times I actually notice how laggy OW is. I wish they could fix that of all things.

It's actually the one and only reason I prefer playing McCree over Widow. Less lag.
 
#15 ·
Rawinput doesn't always imply responsive input. It's just the only alternative available that don't drop counts like directinput or mousemove. Allegedly Quake Champions' devs couldn't manage to implement rawinput with their bastard engine without causing significant latency.
 
#16 ·
Honestly, you only need Reduce Buffering ON and stable frametimes. Going way above your refresh rate isn't necessarily optimal regarding input lag. The thing is, people misinterpret some natural behaviors regarding input feel and display output. Higher frame rates causes more tearlines on screen, but they're closer. It could help tracking for some people.

Since I use a strobe backlight, I prefer to play with vsync ON, and NO. It doesn't causes major input lag issues if you know how to setup.

Of course, targetting a vsync setup means your framerate should NEVER drop below your refresh rate. If your PC is not strong enough, don't even bother trying to setup.
 
#19 ·
The shame is that users shouldn't have to have a god PC to play their favorite FPS game on the lowest settings just to get below a noticeable amount of input lag. Beefing up your PC ought to be for playing more and more graphically intensive games for the immersion; not to make playing mediocre-looking games (although, looks don't matter from a competitive standpoint imo) bearable.
 
#20 ·
I have overwatch at 260 fps locked, reduce buffering on, and nvidia control panel at max pre-render frames 1

Games input lag still feels worse than CS or basically any other raw input game.. my guess is that the game has like everything being done server side or something like that - i mean tracing a genji flying through the air on soldier or tracer does not feel good at all, even if you do hit all the shots the amount of tracking it requires is obnoxious
 
#21 ·
Quote:
Originally Posted by ncck View Post

I have overwatch at 260 fps locked, reduce buffering on, and nvidia control panel at max pre-render frames 1

Games input lag still feels worse than CS or basically any other raw input game.. my guess is that the game has like everything being done server side or something like that - i mean tracing a genji flying through the air on soldier or tracer does not feel good at all, even if you do hit all the shots the amount of tracking it requires is obnoxious
Pre render option on Nvidia does nothing with OW. It already uses the lowest value.
Reduce Buffering reduces your outputlag for about one frame. That means you will feel a higher difference with lower FPS, try capping your game to 30 FPS and test the Reduce Buffering ON and OFF. The difference is night and day.

I'm not sure for how long you're playing OW. But different games feels different for a LOT of reasons, and your problem is probably not input lag. Every new game have a learning curve.

CS and OW have very different aim mechanics. And the FOV is a little different to. OW have a LOT of tracking aim, something you almost never uses on CS for example.

Input lag on OW was tested already with high frame rate cameras. If you REALLY have something related to input lag, it's about your setup, not the game. (but I doubt).
 
#22 ·
Quote:
Originally Posted by Avalar View Post

The shame is that users shouldn't have to have a god PC to play their favorite FPS game on the lowest settings just to get below a noticeable amount of input lag. Beefing up your PC ought to be for playing more and more graphically intensive games for the immersion; not to make playing mediocre-looking games (although, looks don't matter from a competitive standpoint imo) bearable.
Low or High graphics in OW doesn't change your input lag. If your FPS stays the same, the input/output lag stays the same to.
 
#25 ·
Quote:
Originally Posted by Avalar View Post

Lower settings = higher FPS, is the point I was making..
Unless your FPS is dropping below your refresh rate and you doesn't use the Reduce Buffering ON, it doesn't really matter if you have "higher" or "lower" FPS, the difference in input/output lag is way to low to matter:

http://i.imgur.com/TqEIax4.jpg

. Yes, higher FPS ALWAYS reduces your input lag but any value above your refresh rate have several diminishing returns... Also, it could introduce variable frame times, micro stuttering, etc. The biggest difference people notice is reduced tearing because it lower the offsets on frames:

https://www.blurbusters.com/wp-content/uploads/2017/08/Tearing_LowFrameRate.jpg

https://www.blurbusters.com/wp-content/uploads/2017/08/Tearing_HighFrameRate.jpg

Remember, all this things could mess with your aim, input lag is not the only thing which matters regarding input feel.

Quote:
Originally Posted by wareya View Post

vsync literally means the game or driver is waiting until the monitor is between frames before sending the frame it already has rendered to the monitor

that wait is input lag
https://forums.guru3d.com/threads/the-truth-about-pre-rendering-0.365860/page-12#post-5380262

Also, tearing is much more noticeable with strobing backlights. The majority of people doesn't use strobing.
 
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