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Image lag in games from mouse movements?
Hello!
I noticed a similar problem for a long time, which manifests itself on my computer not for the first time.
on serious games at high settings, the image "lags"
i.e. FPS seems to be ok, everything is fast as it should be, but the screen does not keep up with the mouse - the difference between mouse movement and the beginning of the image change is milliseconds, but they are noticeable, especially in shooters. I repeat, the rendering is smooth, everything happens dynamically on the screen
.
reducing the graphics to a minimum on a video card for 10k, even at 1024x768 you can still feel the difference in the reaction to mouse movement. the higher the settings, the higher the time difference, but again - the video card should swallow the game at much higher performance settings.
Vsync is disabled, drivers are new, graphics card from AMD. The Internet is full of information on this topic, but it is basically a duplication of common truths.
Please help me deal with this scourge of modern graphics.
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SOLUTION:
After resetting the Catalyst Control Center to default, Fallout New Vegas crashed. At random, it was found out that the greatest impact on the lag of the image from the mouse is produced by:
1. SMOOTHING METHOD - an extremely vile thing. By eye, the quality did not change at all, but the flight added lags. The minimum setting is multiple sampling, I had Oversampling. After lowering to medium settings, the lags can almost be said to have disappeared.
2. Smoothing -> Filter - affects much less than the smoothing method, but this is the second thing that has a significant impact. There was Edge Detect with 16xEQ sampling. Resetting to the Standard filter removed the rest of the lags.
I have absolutely no influence .not rendered - morphological filtering, anisotropic level, filtering quality, surface format optimization, vertical sync, triple buffering, and tessellation mode with its levels.
I also tried to influence the mouse using MarkC MouseFix, but apart from problems with positioning in WIndows itself, I didn’t get anything (I rolled back the fix, the problems disappeared)
NVIDIA most often recommends turning off vertical synchronization and, as far as I understand, mainly on image response affects The number of pre-prepared frames (reduce to 0)
please do not close the question, maybe someone else will write something useful. the topic is relevant, in the internet there is mostly battered garbage.
In fact, vertical sync is designed to solve the problem with the refresh rate of monitors and images in the game being out of sync. Try turning it on. And also do not forget about triple buffering if it starts to slow down.
there were similar problems with the aero mode enabled in Windows, but since. axis not specified.
Most likely, you have a huge resolution (1920x1080+) on your monitor and it is connected via hdmi. In general, hdmi has high latency, which can be seen "by eye", and here you are still trying to drive a lot of data through it.
The easiest solution is to switch to DisplayPort, which has lower latency. Now you just stopped noticing this effect, but in fact it is.
here in this video I explain in detail: https://youtu.be/_oR5HBtdp_E
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