Dead Space PC controls suck balls

I've been playing for a few hours now. Resolution is 1920x1200, and I'm using V-Sync. Though there is a tiny bit of lag, it's not bad at all. It's set to 60fps in the config file on my system. I don't know where people are getting the 30fps thing unless it auto-detects based on your system or something like that. It's smooth as silk with everything maxed.

Are you playing on a CRT by chance? FPS are definitely locked at 30FPS on my setup with Vsync enabled, even with tripple buffering enabled.
 
/subscribed

I'd like to keep abreast of any solutions...this seems to be a classic game that's hampered by something so seemly obvious/easy to fix. It's a bummer, but I'll definitely grab it once solutions make themselves available.
 
/subscribed

I'd like to keep abreast of any solutions...this seems to be a classic game that's hampered by something so seemly obvious/easy to fix. It's a bummer, but I'll definitely grab it once solutions make themselves available.

It shipped with the solution..Vsync Off...;)
 
It shipped with the solution..Vsync Off...;)

But supposedly this hasn't been the be-all end-all for every player... I've got no issue turning v-sync off (it's how I normally play), but I lose confidence when it doesn't seem to solve everything.

Perhaps those with the issue don't have v-sync properly switched off? I'm a bit twitchy paying the money without knowing it's fixed.
 
Btw, anyone found a way to widen that ridiculously narrow FOV? I was playing the 360 version the other day and was starting to get dizzy it's so bad, it hurts just thinking how bad it will be when sitting 2 feet from the screen.
Ever think that they WANT you to feel cramped and claustrophobic? It's a horror game. Wake up.
 
Are you playing on a CRT by chance? FPS are definitely locked at 30FPS on my setup with Vsync enabled, even with tripple buffering enabled.
Vsync, syncronizes your FPS to your display's refresh rate. For most, these days that is an LCD running 60hz, or 60fps. If your hardware can't maintain that 60fps minimum, it will drop back to the next lower step that is synced, 30fps, and from there 15fps. No intermediate fps levels are used.

1. The game really does have a bugged vsync implementation.
2. Your hardware can't maintain a minimum 60fps at the graphics level/res you've selected.
 
But supposedly this hasn't been the be-all end-all for every player... I've got no issue turning v-sync off (it's how I normally play), but I lose confidence when it doesn't seem to solve everything.

Perhaps those with the issue don't have v-sync properly switched off? I'm a bit twitchy paying the money without knowing it's fixed.

The game does not move live UT3 with nanosecond 180degree head snaps..Anyone looking for that in this game is misleading themselves.All,I can say is,once Vsync was disabled,the game played fine and is a blast!:cool:
 
The game does not move live UT3 with nanosecond 180degree head snaps..Anyone looking for that in this game is misleading themselves.All,I can say is,once Vsync was disabled,the game played fine and is a blast!:cool:

I can understand that, as I can imagine some of the sluggishness or impreciseness helps the immersion (similar to RE4 for the consoles). I think I'll grab it when I pick up my Far Cry 2 after work today :)
 
Hows the over the shoulder perspective? I didn't like it in GoW on Xbox360.
Any way to enable first person at all?
 
Hows the over the shoulder perspective? I didn't like it in GoW on Xbox360.
Any way to enable first person at all?

trust us, the game was designed for third person, and is nothing like gears of war. its ment to make it feel kinda claustrophic, aswell as make it more immersive because there is no GUI. energy meters on the back of your character tell your health and stasis power levels, and your gun has a holographic ammo display projected from it, aswell as your inventory gets projected in front of your character. it wouldnt quite be the same in first person. just give it a try.
 
they were not perfect even after the patch, not even close. the sensitivity curve is still ridiculously high (even setting 2 out of 10 is too fast) and if you set it to 1 the cursor is broken making the mini-games and ui navigation impossible. Then you have to manually edit the mouse sens values for almost 100 different actions separately to get the sensitivity you are used to in other games. The mouse look is still messed up unless you bind a key to disable some interpolation/smoothing shit they have and you have to hit it every time you load a new level or saved game. The granularity is also fucked up where it is impossible to move the crosshair by pixels, even the slightest movement results in way to much response almost as if there was a deadzone! You are just not sensitive to it, those of us who are used to pinpoint precision and linear mouse movement with low sens in games like CS:S can notice this shit immediately. Bioshock is the only game I have ever played that shipped and still has broken mouse look, GoW pc also had the nasty interpolation but it wasn't nearly to the same degree and is easily disabled in the input.ini file unlike in Bioshock. I can't believe the pc testers didn't catch this before the game was released but it's like night and day compared to any other game.

I haven't tried Dead Space yet but after getting burned with Bioshock I'm reluctant to buy it until I get to try it somehow first.

Btw, anyone found a way to widen that ridiculously narrow FOV? I was playing the 360 version the other day and was starting to get dizzy it's so bad, it hurts just thinking how bad it will be when sitting 2 feet from the screen.
technically it may not be perfect but Im picky as hell and after the patch I have no issues with it. pretty much every mouse complaint stopped on the official Bioshock and Steam forums too after the patch.
 
Are you playing on a CRT by chance? FPS are definitely locked at 30FPS on my setup with Vsync enabled, even with tripple buffering enabled.
isnt Dead Space a DirectX game? triple buffering from the Nvidia or ATI control panel doesnt do anything except in OpenGL games. you have to use third party software to enable triple buffering for DirectX games.
 
they were not perfect even after the patch, not even close. the sensitivity curve is still ridiculously high (even setting 2 out of 10 is too fast) and if you set it to 1 the cursor is broken making the mini-games and ui navigation impossible. Then you have to manually edit the mouse sens values for almost 100 different actions separately to get the sensitivity you are used to in other games. The mouse look is still messed up unless you bind a key to disable some interpolation/smoothing shit they have and you have to hit it every time you load a new level or saved game. The granularity is also fucked up where it is impossible to move the crosshair by pixels, even the slightest movement results in way to much response almost as if there was a deadzone! You are just not sensitive to it, those of us who are used to pinpoint precision and linear mouse movement with low sens in games like CS:S can notice this shit immediately. Bioshock is the only game I have ever played that shipped and still has broken mouse look, GoW pc also had the nasty interpolation but it wasn't nearly to the same degree and is easily disabled in the input.ini file unlike in Bioshock. I can't believe the pc testers didn't catch this before the game was released but it's like night and day compared to any other game.

I haven't tried Dead Space yet but after getting burned with Bioshock I'm reluctant to buy it until I get to try it somehow first.

Btw, anyone found a way to widen that ridiculously narrow FOV? I was playing the 360 version the other day and was starting to get dizzy it's so bad, it hurts just thinking how bad it will be when sitting 2 feet from the screen.



I never had a problem with Bioshock at all. Hell, I didn't even get to patch the game because I beat it and put it down. I had three other friends that had it for the PC here where I live and it was the same for them. No control issues what so ever.
 
Are you playing on a CRT by chance? FPS are definitely locked at 30FPS on my setup with Vsync enabled, even with tripple buffering enabled.

No, I'm on a 24" LCD. I haven't checked the framerate with a utility, but it looks and feels like 60, and it's set to 60 in the config file.
 
I haven't played long enough to find this out for myself yet, but I read a review that said you start off fairly slow, and as you get upgrades, you start to move a bit more quickly and accurately (or something to that effect.) There are obviously some small control issues for some people, but I wonder if this is playing into it as well. In fact, as I mentioned before, I'd like to be able to set the mouse speed separately for aiming and normal use. I'm starting to wonder if the mouse aiming will eventually catch up later in the game or something like this. Just a thought based on a review I read.
 
J3rk,

Which config file are you looking at that shows the 60FPS cap? I looked in the My Documents folder and the games home install folder and couldn't find anything in the way of .cfg files. Also, it's a mystery to me as to why the game is defaulting to 30FPS with Vsync on as running FRAPS it shows my machine consistently staying well above 100 FPS at all times. In other news, I did install the game on XP this morning and got my gamepad to work. Using the gamepad, the aiming and viewing speed is perfect. Using the mouse / keyboard combo, I am still getting the same problems as I have described before. Reading through the EA support forums, I am not the only one experiencing problems. Turning off VSync is not a fix for everyone as it seems. Some people are reporting that even with Vsync off it literally takes four or five pans of the mouse across its pad just to move their aiming point from mid level to the ceiling for example.

Edit: J3rk, are you referring to the VerticalRefreshrate in the settings.txt file? On my machine is says 60 as well, although with Vsync on it runs at 30FPS. Can you check with FRAPS that you are indeed getting 60FPS with VSync on?
 
I think the Bioshock control issues are much more evident if one is a low sens player (I'm talkin 30cm/360 or more), thats the only way i can explain why so many don't notice anything while others go ape shit crazy over it. I just tried the patched version of Bioshock the other day and it was still pissing me off enough to make me use the 360 controller, and I hate dual analog for first person.

Anyway, I get the point why a horror game would benefit from a narrow fov, but I don't have to like it and I was just wondering if anyone found a way to increase it before I buy the game. If it does use UE3 a simple "fov xx" in console should do the trick.
 
J3rk,

Which config file are you looking at that shows the 60FPS cap? I looked in the My Documents folder and the games home install folder and couldn't find anything in the way of .cfg files. Also, it's a mystery to me as to why the game is defaulting to 30FPS with Vsync on as running FRAPS it shows my machine consistently staying well above 100 FPS at all times. In other news, I did install the game on XP this morning and got my gamepad to work. Using the gamepad, the aiming and viewing speed is perfect. Using the mouse / keyboard combo, I am still getting the same problems as I have described before. Reading through the EA support forums, I am not the only one experiencing problems. Turning off VSync is not a fix for everyone as it seems. Some people are reporting that even with Vsync off it literally takes four or five pans of the mouse across its pad just to move their aiming point from mid level to the ceiling for example.

Edit: J3rk, are you referring to the VerticalRefreshrate in the settings.txt file? On my machine is says 60 as well, although with Vsync on it runs at 30FPS. Can you check with FRAPS that you are indeed getting 60FPS with VSync on?

I'll have to get FRAPS. It definitely looks 60 though, and I'm fairly sensitive to frame rates and refresh differences, fluctuations, etc. If I have some time tonight, I'll give it a try. Yes, that is the file I was referring to. The only thing I can think of is what someone else said above. It your system isn't keeping up at 60, then it would drop to 30. Your system looks good to me though, unless there is some kind of underlying issue. What video card are you using? I might be blind or something, but I didn't notice it in your sig.

As far as having to pan the mouse to the extremes, that was my complaint with the difference between aiming and running. When aiming, it does take more mouse movement than when you're just walking. Mine isn't as bad as your example of 4 mouse pans, but it is noticeable. That's why I think they should either link the aiming and walking mouse rates, or allow the user to change them independently.
 
I fired the game up on PC last night and played for about 15 minutes (Fable II took up the rest of my night). Since I had read this and other threads about Deadspace at work the first thing I did was turn off Vsync. After doing so I did not find the mouse controls to be particularly difficult or frustrating at all until I actually got a gun and tried aiming..... All of a sudden my mouse sensitivity seemed to be cut down to about 25% of (my) normal. I immediately figured this would make combat nigh-impossible. However, when the first Necro started coming for me I actually found I could aim for its limbs very easily, and had no trouble dispatching it.

Normally I play on VERY high mouse sensitivity, so I don't know what the effect is if you play with low sensitivity. If it drops sensitivity to 25% of the players current setting then the game would be impossible for low sensitivity players, but if it is dropping it to a set amount, like 20% of the maximum setting, then a low sensitivity player might not even notice the change. .

I think it is entirely possible that they made this change for a very good reason... The monsters do not seem to move REALLY fast, so you pretty much always have a second or two to aim. If mouse aiming sensitivity was too high the game would in some ways be much harder, and in other ways be far too easy. It seems to me that by slowing it down the devs are trying to match PC gamers aiming speed with that of console gamers because the mobs are designed for slower aiming. Also, slower aiming is harder because it just FEELS wierd, but it might actually make the game a bit easier. The lower sensitivity seems to make it a easier to hold your point of aim exactly on target. Then you just need to make make the minor adjustments needed to hit a limb that is moving fairly slowly relative to the players point of view (as it is when a mob is moving towards you rather than at a right angle from you), and these minor adjustments are sometimes easier with slow aiming than with fast.

The interesting thing is that this lowered aiming sensitivity makes the way you play the game different, and actually more realistic. For instance, in real life you really can NOT aim a gun while running, you need to stop moving and look carefully down the barrel to file with any real accuracy at all. In this game if you want to move and shoot you will do so much more like in real life, slow steps to the side or backwards, moving your point of aim slowly as well. If you REALLY need to move to a different location to shoot, or avoid an attack, as in real life, you will need to stop aiming (though you in real life you could still "point" your weapon in the right general direction), make your quick movement, and then re-aim your weapon.

Long story short, I found the game playable and possibly better for the aiming sensitivity change, though the Vsync thing is totally stupid.
 
A guy over at the EA forums posted that the game uses three different mouse polling speeds. One for when you are moving, one for when you are stationary, and one for when you are aiming. This might explain some of the weirdness some of us are experiencing.
 
isnt Dead Space a DirectX game? triple buffering from the Nvidia or ATI control panel doesnt do anything except in OpenGL games. you have to use third party software to enable triple buffering for DirectX games.

Really? I'm pretty sure that Source has triple buffering option in it's options menu
 
Really? I'm pretty sure that Source has triple buffering option in it's options menu
no it doesnt. also I said it couldnt be applied in ATI and Nvidia control panel for DirectX games. even if a DirectX game had a way to enable triple buffering from the game menu then thats NOT the ATI or Nvidia control panel.
 
the controls feel perfecftly fine with v-sync off. aiming mode feels a little odd at first but even thats no biggie. I do wish it was first person though because I hate the camera swinging around when trying to move in cramped areas.

how the heck do you save in this game??
 
the controls feel perfecftly fine with v-sync off. aiming mode feels a little odd at first but even thats no biggie. I do wish it was first person though because I hate the camera swinging around when trying to move in cramped areas.

how the heck do you save in this game??

There are mini save stations every now and then. They're like little ATM machines on walls. The idea behind them is that you as the engineer, will be going around the stations doing their normal duty, and they want you to upload video logs of what you're doing so that they can show them to future employees for training purposes

Spoiler:
First one is after you get out of the ship and the crew wants you to open a door. The save machine is behind the captain
 
There are mini save stations every now and then. They're like little ATM machines on walls. The idea behind them is that you as the engineer, will be going around the stations doing their normal duty, and they want you to upload video logs of what you're doing so that they can show them to future employees for training purposes

Spoiler:
First one is after you get out of the ship and the crew wants you to open a door. The save machine is behind the captain
okay thanks. I was so busy checking out the controls that I didnt even notice the way to save the game. I just played with the controller for a bit and it sucks compared to the mouse and keyboard. Im gald I bought this game now and I dont understand why the reviewers couldnt figure this out.
 
So, the verdict is the game doesn't suck, the controls are okay if you turn off V-sync, and....well that's it? I'll give it a shot now.
 
So, the verdict is the game doesn't suck, the controls are okay if you turn off V-sync, and....well that's it? I'll give it a shot now.
yep

actually I just played a bit with V-sync on and it wasnt much different. the mouse is floaty during the menus with it on but during the game it seems okay. Ill stick with off though for better fps unless tearing becomes an issue.
 
Well turning off vsync works at the beginning and at the menu and stuff... but once I got past the first sequence, it started to be weird. I would look across the room and it would be fine then I would run around to another area in the same room and to turn it took like 5 mouse moves just to turn barely 180 degrees... definitely something up here. Definitely bugged b/c I don't think it's supposed to be like that. Like at one instance I was in a corridor type area and it took me like 4 seconds just to turn the other way. Then I go into a different area and it is normal speed.
 
going along with my other post... to clarify.

This is not an input lag issue as far as I can tell. People were describing the weird lagginess when at the menu. I fixed this by turning it off vsync and everything seemed fine. Once I got in the game and could move around it felt pretty good too, the mouse was responsive.

Once I got past the first sequence I noticed that sometimes the mouse just seemed to move VERY slow. It wasn't laggy, but it was as if the sensitivity was turned down to the lowest it could go. Then I look around more and it would be like normal. Then I entered a small corridor area and EVERYWHERE I looked it felt like the sensitivity was down again, and did not leave until I was out of the area.

What I was experiencing didn't seem to be input lag, because my guy responded and turned right as I moved my mouse, but it moved VERY slowly. I hope this will be fixed.

Edit: After reading a review I found online (benchmark reviews), they talked about the stiff mouse controls, and that is EXACTLY it. So in other words, it is the STIFFNESS of the mouse in certain areas that is the problem and not input lag.
 
going along with my other post... to clarify.

This is not an input lag issue as far as I can tell. People were describing the weird lagginess when at the menu. I fixed this by turning it off vsync and everything seemed fine. Once I got in the game and could move around it felt pretty good too, the mouse was responsive.

Once I got past the first sequence I noticed that sometimes the mouse just seemed to move VERY slow. It wasn't laggy, but it was as if the sensitivity was turned down to the lowest it could go. Then I look around more and it would be like normal. Then I entered a small corridor area and EVERYWHERE I looked it felt like the sensitivity was down again, and did not leave until I was out of the area.

What I was experiencing didn't seem to be input lag, because my guy responded and turned right as I moved my mouse, but it moved VERY slowly. I hope this will be fixed.

Edit: After reading a review I found online (benchmark reviews), they talked about the stiff mouse controls, and that is EXACTLY it. So in other words, it is the STIFFNESS of the mouse in certain areas that is the problem and not input lag.

It sounds like you are experiencing the same problems I am having. I tried to describe the same thing on page 4 of this thread. What kind of mouse are you using? I am on a Logitech G5.
 
Diamondback 3G. There are posts about this on the official EA forums too. Turning off vsync does in fact work but in certain areas there is a weird like dead zone type thing where you have to move your mouse like 5 swipes in order to turn. A few of the posts on there describe EXACTLY what I am experiencing, and I think you as well. Mouse is responsive, but when those weird dead spots occur the mouse moves at 1/4 the speed, but is NOT laggy.

and yes, that's me on nvnews.
 
It sounds like you are experiencing the same problems I am having. I tried to describe the same thing on page 4 of this thread. What kind of mouse are you using? I am on a Logitech G5.

I have G5 as well, no problems here
 
I am about 30 minutes into the game and have zero issues with an MX518. I just fired up the game turned vsync off and started playing. I dont have the Logitech drivers installed as I never thought they were very useful anyway.
 
I am about 30 minutes into the game and have zero issues with an MX518. I just fired up the game turned vsync off and started playing. I dont have the Logitech drivers installed as I never thought they were very useful anyway.

I got the drivers installed if it matters to the person who's having problems.

Half the damn notes that are written on the wall are in cursive! I'm foreign and can't read cursive unless I concentrate for like two minutes per word :( Really ruins a lot of it for me
 
My mouse works plenty fine. It has been brought up in certain reviews. Turning off vsync DOES work and then when you get into the game and into certain areas the mouse just turns VERY slow but then when you look in another direction it will be normal. It's as if the mouse sensitivity has been turned down a bunch of notches. I don't see how this can be a mouse "driver" issue or whatever, b/c it doesn't happen in anything else I've ever played, just this game.
 
Nothing's really wrong with the controls either, or maybe I just haven't gotten far enough in the game yet...
The PC version has mouse acceleration, which makes the mouse input pretty awkward. It was partially addressed with the patch, but it can't be disabled entirely.

A very decent game, really, though it was too plagued with problems for me to finish it.
 
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