[QUOTE=Smooth;498355]I believe RawInputUpdateTest true updates the camera position as late as possible, at the start of the render-frame rather than the start of the game-frame. This does shave off a few milliseconds.
Implementing ‘Time warping’ so this is updated during the render-frame is possible for us but there are a few issues:
[ol]
[li]Your ‘real’ aiming crosshair wouldn’t actually be there if you fired a bullet (it would be back where is was during the game-frame)[/li][li]The edge of the screen would flicker black (unless we rendered a little more around the edges or performed some trickery but that costs framerate)[/li][li]Instead of a fixed 60/75hz, we try to render as at high a framerate as possible, any extra calculations like this will also lower framerate[/li][/ol]
The first point is probably acceptable as it would only be a tiny imperceptible offset and the screen motion would feel more responsive. The second point is potentially solvable (at a small cost) and the third may also only have a small impact.
That being said, having a higher framerate in itself will always reduce input latency (as the frame is rendered and then displayed sooner - some the OR doesn’t do) so this is our main goal.
As we continue with development you should be able to see gradual performance improvements and much more importantly a more consistent frame rate with fewer dips.[/QUOTE]
What I do not understand (and maybe you can shed some light on the matter.) is why you need to have 250-300fps in Dirty Bomb to have the mouse feel as responsive as other games on other engines running at 90-100 fps (my magic FPS in most games is actually 92)…
Now I am even talking about with Rawinputtest = True and OneThreadLag = 0 (so we should not have double frame latency if I understand correctly).
I do understand that the errors caused by rounding are causing us to over compensate and that could add to the feeling of “lag” however I am dubious that something else is not going on behind the scenes here…
Possible it is something to do with the number of counts per second unreal receives from the mouse?
EDIT///
Normally when a game recieves too few counts you would notice “microstutter” like symptoms at very high frame rates (most noticable if playing a game like UT2k4 with a 125hz mouse at over 125fps) . I am about to test if setting my mouse to 125hz with 300fps results in the same effect… IF NOT… then the Unreal Engine is storing movement between frames and could explain the floaty feeling.
EDIT 2///
The stutter is still there at 356fps when using 125hz so it is likely that the number of times unreal counts mouse movement being a major issue.