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post #51 of 55 (permalink) Old 11-07-2019, 10:30 PM
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Quote: Originally Posted by qsxcv View Post
a usb high speed device
i didn't know this exists, how interesting. apparently there is an entire class of (not commonly, if at all, used) USB input devices that can do 50x higher bandwidth.
i guess high polling rate is not a priority for manufacturers ATM as they're still working on low-power sensors and, per "motionsync", how to achieve near- wired/wireless parity

slightly off-topic, but i only recently learned that videogames don't all poll mouse input at 1000hz. overwatch had 62hz (server-side) mouse input till a week ago! there truly are a shocking number of points along the human-to-server signal chain where your hand's movement can become imprecise
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post #52 of 55 (permalink) Old 11-08-2019, 05:44 AM
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Quote: Originally Posted by NDUS View Post
i didn't know this exists, how interesting. apparently there is an entire class of (not commonly, if at all, used) USB input devices that can do 50x higher bandwidth.
i guess high polling rate is not a priority for manufacturers ATM as they're still working on low-power sensors and, per "motionsync", how to achieve near- wired/wireless parity

slightly off-topic, but i only recently learned that videogames don't all poll mouse input at 1000hz. overwatch had 62hz (server-side) mouse input till a week ago! there truly are a shocking number of points along the human-to-server signal chain where your hand's movement can become imprecise
Overwatch (even before the update) did poll mouse input at 1000Hz (or whatever the mouse is set to), it's only the physics simulation that ran at 62.5Hz, which would lead to input data being buffered to the next tick if the input event happened between two ticks. Notice that the post quoted above even notes that 'looking around' will feel the same as it did before.

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post #53 of 55 (permalink) Old 11-08-2019, 05:57 AM
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Quote: Originally Posted by NDUS View Post
i didn't know this exists, how interesting. apparently there is an entire class of (not commonly, if at all, used) USB input devices that can do 50x higher bandwidth.
i guess high polling rate is not a priority for manufacturers ATM as they're still working on low-power sensors and, per "motionsync", how to achieve near- wired/wireless parity

slightly off-topic, but i only recently learned that videogames don't all poll mouse input at 1000hz. overwatch had 62hz (server-side) mouse input till a week ago! there truly are a shocking number of points along the human-to-server signal chain where your hand's movement can become imprecise
server is still poling clients 60-130 times per second at most, this change within the overwatch is not changing that. and it is not like it was ever an issue for FPS games in regards to mice
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post #54 of 55 (permalink) Old 11-08-2019, 10:32 AM
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Quote: Originally Posted by cdcd View Post
Overwatch (even before the update) did poll mouse input at 1000Hz (or whatever the mouse is set to), it's only the physics simulation that ran at 62.5Hz, which would lead to input data being buffered to the next tick if the input event happened between two ticks. Notice that the post quoted above even notes that 'looking around' will feel the same as it did before.
that's why i called it "(server-side) mouse input" - dunno what else to call it
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post #55 of 55 (permalink) Old 11-08-2019, 11:36 AM
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Quote: Originally Posted by NDUS View Post
that's why i called it "(server-side) mouse input" - dunno what else to call it
server tick rate

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