Can't Aim with oneframethreadlag=true


(Humbug) #1

… but without it I can’t get stable FPS
Since everyone seems to use it, I wonder what settings you’re using? (Ingame sensitivity, windows sensitivity??)
Also found this line in the config “UseRawMouseInput=1”. What does that mean?
I’m using a wireless mouse. Could that be the problem?
I use really high sensitivity since I’m aiming with my wrist only. Maybe higher windows sensitivity and lower ingame sensitivity could help?
Any ideas how to make it better? Any mouse experts here? :smiley:


(Szakalot) #2

I’ve been playing with =true for a very long time and its not as bad as people say: you will get your shots but once in a while you tend to always lag your target. Tracking A/D spam enemies isn’t much harder cause its mostly about your own A/D spam and headlining; but trying to track a target moving across your screen will make you miss some shots.

I recommend lowering sens for using =true

I’ve switched to =false a few days ago and its definitely a noticeable difference, headshots seem to come without any effort. Mouse feels faster too


(INF3RN0) #3

I play with oneframe=true and I can aim :slight_smile: . Some things to try are rawinputupdatetest= 1, using low DPI (200-400) and keeping your in game sens above 5, as well as testing different graphics drivers.


(Szakalot) #4

your average FPS might also be a factor. Having 60fps with =true will feel worse than having 140+ FPS with =true.

Then again if you get 60FPS with =true, its likely you have <40 with =false; which is even worse :lol:


(Humbug) #5

I switched to a mouse with cable now which also has lower DPI and it’s way better now. Thanks for your replies :smile:


(avidOverture) #6

Using other than in game settings should get you banned, because it gives huge advantage.


(Szakalot) #7

:trollface: detected


(fubar) #8

It’s an in-game setting.


(EvoSteven) #9

OneFrameThreadLag adds input latency
But a higher FPS means lower input latency too. 60 fps means it takes 16.67 milliseconds for your change (anything from explosions to mouse movement etc) to be shown on screen. 240 fps? 4.167 milliseconds.

I MAY BE COMPLETELY OFF HERE BUT it kind of makes sense?

Now, I’m not sure how much OneFrameThreadLag (or one frame interval in the video settings) adds to input latency, but… if you get high enough FPS, it may be worth it?

I have no idea if this is how it works but if it is ONE FRAME behind, that means 4.167 milliseconds extra if you get 240 fps. So that’s 8.3 ms total? If you have 120 fps with it off, that’s the exact same amount of input latency. Could be wrong because I don’t know what it actually means, it keeps like a frame rendered and ready instead of showing it instantly or smth.

By that definition, if you get 60 with it set to true, that’s 33 ms of input lag. Terrible!
(your display also adds latency, some are 1ms, some are 20ms)

I don’t think what I calculated there is correct but I’m just putting it out there to like get maths involved or smth hehe :c

I’ve used both before and I don’t notice much of a difference. I use an ingame sens of 7 and DPI of 400 (swiping my entire mouse mat = 270 degrees, QCK Heavy). Right now I’m using oneframe = false and I get about 120 fps, but with oneframe set to true I get above 200 easily.

EDIT: Found some info regarding this matter.

First some background. The game runs essentially on 2 main threads - a game thread and a rendering thread. The game thread calculates all gameplay aspects such as shooting, hit registration, animation, IK, etc. The rendering thread calculates shadows, updates particle systems (such as smoke), and sends all the draw calls to the GPU for rendering.

Although for most parts the rendering thread can run on its own, it is not entirely independent of the game thread. The game thread “tells” the render thread where your camera is so that the rendering thread can draw the environment from your current location. Another example would be when you shoot, the game thread evaluates your mouse click, computes the ballistics, and if it hits a wall, it “tells” the render thread the location where it hit so that the render thread can draw a bullet impact decal at that location.

Because of this, the game thread needs to “talk” with the render thread. However, it cannot do so anytime it wants (effective threading simply doesn’t work that way). So, it syncs from time to time, but otherwise goes about its own business. This sync time is usually at the end of a frame.

Now, let’s assume that your game thread is running faster than your render thread. The game thread computes the Nth frame, sync happens, and then your render thread renders your Nth frame. While the Nth frame is being rendered, the game thread can compute your (N+1)th frame in parallel. By the time the (N+1)th frame is finished by the game thread, the Nth thread MAY or MAY NOT be finished by the rendering thread. This is where “One Frame Thread Lag” comes in. If OFTL is off, the game thread will STALL at this point, waiting for the render thread, resulting in a performance drop. But, if you play with OFTL turned on, it will allow the game thread to queue up the (N+1)th frame and start working on the (N+2)th frame immediately, and the render thread can pick up and render the (N+1)th frame once it has finished rendering the Nth frame. This gives you MORE PARALLELISM, and hence better performance. Keep in mind that this will only happen for one frame - your render thread will NOT keep falling behind more and more as your game progresses.

Apologies for the extremely long post.


(Humbug) #10

I’m using a really cheap mouse now, it has 800dpi. I guess i can’t change/lower dpi there? Mouse needs to support it?


(EvoSteven) #11

It probably does not support it. There’s a lot of debate around it and high DPI mouses are just marketing because you don’t need it but eh. I’m not sure DPI matters too much, the quality of the sensor is more important.

a sensitivity of 10 with a dpi of 400 = a sensitivity of 5 with a dpi of 800


(Zenity) #12

It probably does not support it. There’s a lot of debate around it and high DPI mouses are just marketing because you don’t need it but eh. I’m not sure DPI matters too much, the quality of the sensor is more important.

a sensitivity of 10 with a dpi of 400 = a sensitivity of 5 with a dpi of 800[/quote]

The problem is just that the game doesn’t deal well with low in-game sensitivities (this needs to be fixed), so it seems to be better to use a low DPI with high in-game sensitivity.

But as long as your (@Humbug) sensitivity is at 5 or higher you should be fine. With 800 DPI, I doubt that you use less than 5 if you say that you are using really high sens? Right now I use 600 DPI with an in-game sens of 6 I think, which is pretty low.


(Humbug) #13

[quote=“Zenity;13908”]

It probably does not support it. There’s a lot of debate around it and high DPI mouses are just marketing because you don’t need it but eh. I’m not sure DPI matters too much, the quality of the sensor is more important.

a sensitivity of 10 with a dpi of 400 = a sensitivity of 5 with a dpi of 800[/quote]

The problem is just that the game doesn’t deal well with low in-game sensitivities (this needs to be fixed), so it seems to be better to use a low DPI with high in-game sensitivity.

But as long as your (@Humbug) sensitivity is at 5 or higher you should be fine. With 800 DPI, I doubt that you use less than 5 if you say that you are using really high sens? Right now I use 600 DPI with an in-game sens of 6 I think, which is pretty low.[/quote]

at 800 dpi i use a sens of 10.5


(dutifulGable) #14

mispost