Forum Discussion
they still haven't fixed keyboard input delay and yes, this game randomizes mouse input. it took me many months to figure it out but finally figured it out, when i replaced my old mouse with the fantech helios
mouse sensitivity is set to 1600
in game sensitivity is 61iirc
debounce 4mm
mouse polling rate 1000hz
LOD 0.5mm
multiple games it can nice and consistent than you'll get a game where it constantly overshoots your aim despite it not being a problem beforehand.
the game absolutely randomizes mouse input.
- admphi5 days agoRising Rookie
Some of these settings shouldn't matter to input delays. Debounce is to prevent accidental clicks. Setting it lower may allow you to register clicks on the mouse and a response in game. A higher setting may impact ROF of semiautomatic fire because the software may drop rapid clicks from the player.
LOD is lift off distance in the case players pick up the mouse to reposition it. With your high sensitivity, I'd probably keep this low or off. You probably don't even use it.
Polling rate is important but players are still restricted to server tick rate and server side detection. While your higher polling rate may help you on your end, it may not matter as a client in a server full of other clients. Personally, when I realized that ADS was tied to server side registry and acceptance is when I realized how little players controlled on their side of the fight for truthful data exchange in client-server input and responses.
IMO, a higher polling rate just burns through my battery on my wireless mouse faster.
Readers can stop here if this is too long...
My assumption is, with all of the stuff that has to be tracked by the server, it's being overloaded with assets to maintain and our hit registry is lumped into the mix of it all. Devs nudge time responses to improvement latency predictions but that's just the problem, predictions aren't what was expected based on the prior delivery. We saw this a lot in BF4 and even in late-game developments. I've been hit many times by a sniper to see blood fly away from my view as if I were hit but there was no damage registration. I'm sure that sniper was pissed if he even saw what I did.
Community run servers seems to be the solution here but I am pretty sure the developers and the publishers have agreements to keep all of those profits well maintained. We NEED 60hz tick rate servers as a bare minimum with 75hz as a standard. 120hz should be reserved for large scale battles and maps. I know elastic performance is a thing for servers but EA won't purchase that kind of power. Players get the bare minimum, always, until we respond with our wallets.
- d69fd7d9150d78c95 days agoSeasoned Rookie
all of that helped me realize this game randomizes mouse input. it's not raw mouse input it is interpreted by the games engine, that's why there's keyboard input delay and why the game misreads mouse input from game to game.
doesn't help that crossplay is convoluting servers and pc users using controller to get lower recoil or mouse and keyboard users and/or console useers using cronus to get all the various assist that controllers get.
The only way to get down to it is disabling crossplay, at least temporarily so we can see what happens on our end and on pc disable ALL controller assist so pc players do not get any controller assist.
than from there we can monitor the experience.