Do u notice the acceleration?


(trickykungfu) #1

Hey guys,

in DirtyBomb i allways have a little bit of acceleration. I notice it while fist moving my mouse slow to the right and then faster back to the same spot. But the corsshair allway ends up a tiny bit left of the startingposition.

In other games like RtCW and CS:S i am spot on…

Same everywhere?


(Hundopercent) #2

Yeah we have mentioned this a few times where the aiming feels floaty compared to other games. Almost like there is some sort of input delay or something going on in the background.


(trickykungfu) #3

hmm ok. I allways think like wtf when i turn around to shoot a backraper and my crosshair is cm away of him…


(INF3RN0) #4

Onethreadframelag= false??


(trickykungfu) #5

same with true and false


(INF3RN0) #6

Make sure it’s false then. No idea why your feeling acceleration though because when I set mine to false it felt like I was dragging a 10lb weight.


(BMXer) #7

I’ve always had mine set to false and this game has always felt weird. When I go from a proven game like quake live to dirty bomb , it feel more noticeably “floaty”.
Some player are more sensitive to this kinda stuff. No offense Inferno, but it seems like you always say it feels fine when the majority of veteran players are saying the exact opposite.
Maybe it has something to do with sensitivity levels? I consider myself a low sens player and the float is quite noticeable to me. I wonder what sensitivity levels other player who experience the floatyness play with?
(don’t just start spitting out sensitivity settings. It means nothing. How many cm/in does it take your character to do a 180/360?)


(INF3RN0) #8

I’ve played on a different sensitivity per patch. Originally I played at about 5" to a 360 when the game was more about reflex. Now I play at 12" to 360. I feel absolutely no input float after turning off that cvar. Being a veteran player doesn’t mean it’s a real problem though, because it could very well be placebo. It could also very well be that a lot of people are used to a aiming in a different style. If your doing the opposing strafe aim style where your moving your mouse at a consistent speed/distance in the opposite direction of your strafe your obviously going to have a problem. The mouse moves consistently, but the strafe is inconsistent. The mouse itself is functioning fine, but it just forces you to compensate for the movement more often than in the other games you mentioned. That’s not necessarily bad though.


(ailmanki) #9

What do you guys have for dpi settings and hz? Maybe makes a difference…


(INF3RN0) #10

120hz 1680x1050, 800dpi, 250 polling rate, 90fov, and a fairly stable 100+ fps at extreme low settings also.

Logitech G400 mouse.


(ailmanki) #11

How many hz is the mouse getting polled? sorry should have specified.
I guess dpi, mouse polling hz, and fps can have an impact. Screen size, fov and hz should not have any impact on that floaty feeling.

I guess lower DPI will work betterm 800 is fine though. But if you use something like 2000+ maybe try lower settings, and raise sensitivity ingame. Also the polling rate could have a huge impact.

Btw not sure if its placebo effect, but this one helped my aim a little.
MarkC Windows Mouse Acceleration Fix

So far, what I can tell from my experience, with laptop and now a better pc …
The cpu was the bottleneck, and that made my input lag the most.


(Hundopercent) #12

Display: 1920x1080 @ 120hz w/lightboost - 200+ FPS w/ 10 players | 80 - 100 w/ 12+ players
Mouse: CM Storm Spawn 990 - 1015 hz 800 dpi @ 9 sensitivity 110 fov - All acceleration etc disabled.


(OwNLY) #13

BenQ XL2411T lightboost, 250-150 FPS on empty maps, below 100 FPS on full servers.
Zowie EC1 eVo 2300 DPI (native Step), no accel (Raw Input).

Still some acceleration and the aim feels sluggish.
Welcome to Unreal Engine 3.


(trickykungfu) #14

I found something strange.

I have a LG 16:10 16801050. By setting ingame to Windowed and 16801050 it never fills my complete screen. There are always 1-2 cm missing at the left side. Maybe this is why the mouse is getting calculated wrong?


(k1ruaa) #15

[QUOTE=OwNLY;468275]
Still some acceleration and the aim feels sluggish.
Welcome to Unreal Engine 3.[/QUOTE]

It could be better but it’s really ok for a UE 3 game, as long as vsync is off for me. My mouse feels really floatty when it’s on though.


(OwNLY) #16

[QUOTE=trickykungfu;468308]I found something strange.

I have a LG 16:10 16801050. By setting ingame to Windowed and 16801050 it never fills my complete screen. There are always 1-2 cm missing at the left side. Maybe this is why the mouse is getting calculated wrong?[/QUOTE]

Do you still see the Taskbar?`
Then maybe the Window gets compressed, and you don´t get the 1050 vertically.
If that is the case, of course you won´t get 1680 horizontally.


(trickykungfu) #17

I dont see the Taskbar


(ailmanki) #18

I was just curious about something similar today, when in window mode the game did not fill my screen, so I wondered if it was indeed running at native resolution. Turns out I had to substract 70pixels… setres 1920x1130, and I had it not downscaled. It stretched itself to fit inside that area above taskbar.


(Mustang) #19

A lot of games do this TBH.

Shrink the window to fit in the visible area.