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The only term I am familiar with really is input lag. The issue in Dead Space is really annoying, since the mouse moves slower in some places and perfectly fine in others, and I am not so sure why there is a difference at all. Just a screwy port that I hope they fix.
plays and feels fine to me and I even hate 3rd person.Is there anyone else that's experiencing this issue? Is there any information about it in the official forums?
The general consensus in the thread is if Vsync is off, it plays fine.
I know I'm not experiencing what you describe with mouse movement.
I'm simply curious if I just don't notice it and it's a known issue or if it's limited to a small percentage of the customer base.
Im not capped at 30fps anywhere so far whether using vsync or not.Could it be something to do with the way the engine caps the framerate at 30? It seems to me from the descriptions of "slower mousing with lower detail" that any mouse input during "unshown frames" is not being treated appropriately. The more unshown frames there are (due to less detail) the more mouse information is lost.
I'm not a game programmer, but I kind of thought that each iteration of the main game loop would be synchronized with the graphics framerate. But if the input functions are running at different rate, this could lead to problems. Lets say that every time the mouse is polled, it does something like this: xdiff = new_x - old_x where new_x is the current x-position of the mouse and old_x was the x position from the last iteration. If the user is moving the mouse at a constant speed, then xdiff is inversely proportional to the polling rate. If xdiff is used to compute how much the player turns, then it's important that each and every xdiff is accounted for. If the polling rate is the same as the game loop rate then this happens naturally. But let's say the mouse is being polled at 90fps but the game loop is only computing the player's direction at 30fps. xdiff would end up being 1/3rd as much as it "should" be, so the user would experience only 1/3rd of the mouse sensitivity. As the mouse polling rate increases, sensitivity decreases.
It would seem to me that parts of the game (collecting input, rendering to screen buffer) are being allowed to compute as frequently as possible, limited mostly by the graphics. However, some parts of the game are only happening at 30fps, such as updating the character position & direction and displaying the screen buffer. (doublebuffering would of course be mandatory in this case). The fix to this is to make sure that old_x is updated only when the player direction is updated rather than every time the mouse is polled.
This is all just wild conjecture, of course. Do you think I'm completely off-base here or does it sound like a feasible explanation?
If the disabling of Vsync lets the game compute everything at the same rate, then it would 'fix' it, I think. Vsync causing input lag in general is a common issue, though.
Is there anyone else that's experiencing this issue? Is there any information about it in the official forums?
The general consensus in the thread is if Vsync is off, it plays fine.
I know I'm not experiencing what you describe with mouse movement.
I'm simply curious if I just don't notice it and it's a known issue or if it's limited to a small percentage of the customer base.
Could it be something to do with the way the engine caps the framerate at 30? It seems to me from the descriptions of "slower mousing with lower detail" that any mouse input during "unshown frames" is not being treated appropriately. The more unshown frames there are (due to less detail) the more mouse information is lost.
I'm not a game programmer, but I kind of thought that each iteration of the main game loop would be synchronized with the graphics framerate. But if the input functions are running at different rate, this could lead to problems. Lets say that every time the mouse is polled, it does something like this: xdiff = new_x - old_x where new_x is the current x-position of the mouse and old_x was the x position from the last iteration. If the user is moving the mouse at a constant speed, then xdiff is inversely proportional to the polling rate. If xdiff is used to compute how much the player turns, then it's important that each and every xdiff is accounted for. If the polling rate is the same as the game loop rate then this happens naturally. But let's say the mouse is being polled at 90fps but the game loop is only computing the player's direction at 30fps. xdiff would end up being 1/3rd as much as it "should" be, so the user would experience only 1/3rd of the mouse sensitivity. As the mouse polling rate increases, sensitivity decreases.
It would seem to me that parts of the game (collecting input, rendering to screen buffer) are being allowed to compute as frequently as possible, limited mostly by the graphics. However, some parts of the game are only happening at 30fps, such as updating the character position & direction and displaying the screen buffer. (doublebuffering would of course be mandatory in this case). The fix to this is to make sure that old_x is updated only when the player direction is updated rather than every time the mouse is polled.
This is all just wild conjecture, of course. Do you think I'm completely off-base here or does it sound like a feasible explanation?
If the disabling of Vsync lets the game compute everything at the same rate, then it would 'fix' it, I think. Vsync causing input lag in general is a common issue, though.
The only term I am familiar with really is input lag. The issue in Dead Space is really annoying, since the mouse moves slower in some places and perfectly fine in others, and I am not so sure why there is a difference at all. Just a screwy port that I hope they fix.
A couple of others like myself have experienced weirdness with the mouse speed changing depending on the detail levels of the scene you are in. For example, if you are in a low detail corridor space, the controls would respond VERY sluggishly, and when in a more detailed area, the mouse controls would move quite quickly. Turning on the ingame Vsync helped this somewhat, but caps the framerate at 30FPS and also introduces a huge amount of input lag to the game. After playing around with the game again this evening, I finally found a fix and am now enjoying the game in high resolution goodness on PC using the mouse / keyboard combo. The fix is forcing Vsync on under your Nvidia control panel, and then turning Vsync off ingame. Doing this caps the frame rate at 60FPS, and the mouse speed when moving and aiming is consisent through all areas! Just thought I would pass this on to anyone else having the same problems. One thing I have noted is there is still slight lag when navigating the ingame menus, but once in game this doesn't seem to be noticeable.
for most people turning vsync off not on fixes any sluggish controls. also technically its capping it half the refresh rate not 30. of course that ends up being 30 for most people since they used lcds. turning it off in game and forcing it on from the ATI CCC doesnt work at all so I guess only Nvidia users can do that.
I think he's saying that whatever way Dead Space handles it's own Vsync is broken, and if you want lagless Vsync (which is possible.. it's actually kind of rare that Vsync causes input lag. Usually depends on the game engine from my experience), you need to force it through nVidia.
I suggested trying this in this thread earlier =/ Guess nobody saw
triple buffering from the control panel is only for OpenGL and doesnt do anything for Directx games so your "more fluid fps" is all in your mind. ATI and Nvidia both require third party software to force triple buffering in DirectX games.Not to nitpick, but this is what you said:
"Make sure you have vsync OFF both ingame and in the control panel, and just to be sure, make sure your nvidia settings are set to allow the game to control everything (i.e make sure it's not forcing any crazy AA settings or stuff like that in the control panel that could reduce performance/compatability)"
This is not what you want to do. You want to force VSync to ON in your Nvidia control panel, not turn it OFF like you had suggested. I should also add that I enabled tripple buffering in my Nvidia control panel, allowing for the more fluid 60 FPS with Vsync enabled.
Not to nitpick, but this is what you said:
"Make sure you have vsync OFF both ingame and in the control panel, and just to be sure, make sure your nvidia settings are set to allow the game to control everything (i.e make sure it's not forcing any crazy AA settings or stuff like that in the control panel that could reduce performance/compatability)"
This is not what you want to do. You want to force VSync to ON in your Nvidia control panel, not turn it OFF like you had suggested. I should also add that I enabled tripple buffering in my Nvidia control panel, allowing for the more fluid 60 FPS with Vsync enabled.
http://www.hardforum.com/showthread.php?p=1033200841#post1033200841Just got it.
Confirmed: Vsync is causing the mad lag. It defaults to on and basically unplayable with it.
Turning Vsync off makes it perfectly smooth and natural. How can these reviewers be so stupid/uninformed about graphics technology? Vsync causing input lag is nothing new.. I get it with Doom 3 even worse than I do with this game, yet Doom 3 is a perfectly fine PC game?
Anyone try forcing Vsync through ATI/nVidia drivers? I'd try but I can never get those to work (I remember trying to force AA in HL2 through my drivers with no success).
There is some tearing, but it's very little.
Too bad those early reviews probably turned off a lot of potential buyers.
no because triple buffering from the control panel is only for OpenGL games. also it would not make your framerate go from 30 to 60 even if it did work. the in game vysnc is to blame because for some reason it will cap you at half your refresh rate where using vysnc from Nvidia control panel wont. I wish I could force it on from the ATI CCC but it doesnt work.So why is the framerate 60FPS with the Nvidia control panel Vsync enabled, and 30FPS with the ingame VSync turned on? Just curious, I thought had something to do with the combination of Vsync and tripple buffering enabled through the NV panel.
Anyways, the game is working great for me now. Looks like it could be a lot of fun now that I have the controls working properly on my machine.
So why is the framerate 60FPS with the Nvidia control panel Vsync enabled, and 30FPS with the ingame VSync turned on? Just curious, I thought it might have had something to do with the combination of Vsync and tripple buffering enabled through the NV panel. To be quite honest, I usually play with Vsync off in all my games, so all this mucking around with settings is kinda new to me.
Anyways, the game is working great for me now. Looks like it could be a lot of fun now that I have the controls working properly on my machine.
Enabling Triple Buffering for OpenGL-based games such as Doom 3, Quake 4, Prey or ET:QW is very simple - go to your graphics card's control panel and enable it from there. However enabling Triple Buffering for Direct3D-based games - the bulk of modern games - actually requires more effort. You will need to use a utility called DXTweaker or D3DOverrider (which comes with RivaTuner) for Nvidia graphics cards - see the Advanced Tweaking section of my Nvidia Forceware Tweak Guide; or use ATI Tray Tools as covered under the Advanced Tweaking section of my ATI Catalyst Tweak Guide. Note that SLI users may have problems enabling Triple Buffering and will need to experiment with various SLI modes to get it to work properly.
yeah the tearing isnt bad unless the lights are flickering and then its awful. its not as bad as in FEAR where I thought I was going to have a seizure until I enabled Vysnc. of course all this depends on many things including your monitor.Just tried forcing Vsync through nVidia, and it does cap it correctly at 60 FPS, whereas ingame is 30.
I disabled it anyway because I still felt minor lag with forced Vsync. Maybe it was my imagination, but just incaseI didn't have trouble with tearing anyway. Which is weird because the scene I tested Vsync off with I was getting 150 FPS and moved my mouse violently around and got no tearing =/
As far as triple buffering: http://www.tweakguides.com/Graphics_10.html
A couple of others like myself have experienced weirdness with the mouse speed changing depending on the detail levels of the scene you are in. For example, if you are in a low detail corridor space, the controls would respond VERY sluggishly, and when in a more detailed area, the mouse controls would move quite quickly. Turning on the ingame Vsync helped this somewhat, but caps the framerate at 30FPS and also introduces a huge amount of input lag to the game. After playing around with the game again this evening, I finally found a fix and am now enjoying the game in high resolution goodness on PC using the mouse / keyboard combo. The fix is forcing Vsync on under your Nvidia control panel, and then turning Vsync off ingame. Doing this caps the frame rate at 60FPS, and the mouse speed when moving and aiming is consisent through all areas! Just thought I would pass this on to anyone else having the same problems. One thing I have noted is there is still slight lag when navigating the ingame menus, but once in game this doesn't seem to be noticeable.
http://www.evilavatar.com/forums/showthread.php?t=67769
I guess this is a game which I am better off playing on my 46" LCD as opposed to my 19" CRT anyways....*sigh*.
Shitty porting strikes again.
A couple of others like myself have experienced weirdness with the mouse speed changing depending on the detail levels of the scene you are in. For example, if you are in a low detail corridor space, the controls would respond VERY sluggishly, and when in a more detailed area, the mouse controls would move quite quickly. Turning on the ingame Vsync helped this somewhat, but caps the framerate at 30FPS and also introduces a huge amount of input lag to the game. After playing around with the game again this evening, I finally found a fix and am now enjoying the game in high resolution goodness on PC using the mouse / keyboard combo. The fix is forcing Vsync on under your Nvidia control panel, and then turning Vsync off ingame. Doing this caps the frame rate at 60FPS, and the mouse speed when moving and aiming is consisent through all areas! Just thought I would pass this on to anyone else having the same problems. One thing I have noted is there is still slight lag when navigating the ingame menus, but once in game this doesn't seem to be noticeable.
well turning it on will stop the tearing. you have an Nvidia card so just turn it off within in the game and then force it on in the control panel.so whats the solution to vsync tearing ?