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Ghostrunner


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Posted (edited)

Do we know why this is a thing that happens? Is it specifically a game developer issue or a UE4 issue? Usually input is filtered by UE4 itself and you would scale that up or down. But for polling rate to actually affect acceleration means something else is happening with filtering input considering that polling rate, inconsistently affecting an application, is meant to be abstracted away.

Edited by SnoutBaron
  • Wizard
Posted
5 hours ago, SnoutBaron said:

Do we know why this is a thing that happens? Is it specifically a game developer issue or a UE4 issue? Usually input is filtered by UE4 itself and you would scale that up or down. But for polling rate to actually affect acceleration means something else is happening with filtering input considering that polling rate, inconsistently affecting an application, is meant to be abstracted away.

I don't know what causes this, but it is mostly an issue with UE4 games. It must be some feature or combination of features that causes this. What seem to happen is that the reports come faster than the game manages to process them, so they get dropped causing "negative acceleration" meaning you turn around less than you should have.

  • 2 years later...
Posted (edited)

I was able to get a more specific sensitivity by changing the value in the line AxisConfig=(AxisKeyName="MouseX" and AxisConfig=(AxisKeyName="MouseY" from 0.07 to whatever sensitivity I want. It's in AppData\Local\Ghostrunner\Saved\Config\WindowsNoEditor, useful for low sens with high dpi and high fov.

Edited by Timotheus
  • 2 months later...
Posted

any config file for this instead of changing polling rate ? 

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