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Showing content with the highest reputation on 05/29/2023 in all areas

  1. Hello guys, I changed my old TN panel (1920x 1080) with my new Asus monitor (2560x1440) and that totally messed my aim. I use to play 800DPI x 0.635 in VALORANT. I tried to use Mouse Sensitivity Calculator to convert using Monitor Distance instead of simple CM on mousepad but it requires a Premium Account. Could some help me pls...totally messed my aim!
    1 point
  2. Thank you, this tweak with -useforcedmparms returns back to the old engine behaviour (goldscr) if you leave the m_mouseaccel1/2 and m_mousespeed values on default. if ( CommandLine()->FindParm ("-useforcedmparms" ) ) { #ifdef WIN32 m_fMouseParmsValid = SystemParametersInfo( SPI_GETMOUSE, 0, m_rgOrigMouseParms, 0 ) ? true : false; #else m_fMouseParmsValid = false; It makes sure to use the spi_getmouse function from windows. Which on default is coded as this in the goldsrc engine: originalmouseparms[3], newmouseparms[3] = {0, 0, 1} See: https://www.drdobbs.com/windows/some-things-ive-learned-about-win32-game/184410376#l4 The first two 0 stands for the mousethreshold1/2 and the 1 for the mousespeed. With this csgo will turn mouse acceleration as on but get by passed with m_rawinput 1 so there is no acceleration in game but on windows and the game menu. (see cs 1.6 which behave exact like that) Csgo Vanilla is therefore coded as m_fMouseParmsValid = false and the false is referring to 0.0 for the mousethresholds. The m_mousespeed i assume is also set to 0.0 atleast the console accept this as the lowest value. static ConVar m_mousespeed( "m_mousespeed", "1", FCVAR_ARCHIVE, "Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold [Windows 2000 only]).", true, 0, true, 2 ); static ConVar m_mouseaccel1( "m_mouseaccel1", "0", FCVAR_ARCHIVE, "Windows mouse acceleration initial threshold (2x movement).", true, 0, false, 0.0f ); static ConVar m_mouseaccel2( "m_mouseaccel2", "0", FCVAR_ARCHIVE, "Windows mouse acceleration secondary threshold (4x movement).", true, 0, false, 0.0f ); So the new code should look like this: originalmouseparms[3], newmouseparms[3] = {0.0, 0.0, 0.0} This shows how windows handle the spi_setmouse function, in this you see that the params [3] have set to 0, 0, 0 so windows set the linearmousescale: void WIN_UpdateMouseSystemScale() { int mouse_speed; int params[3] = { 0, 0, 0 }; if (SystemParametersInfo(SPI_GETMOUSESPEED, 0, &mouse_speed, 0) && SystemParametersInfo(SPI_GETMOUSE, 0, params, 0)) { if (params[2]) { WIN_SetEnhancedMouseScale(mouse_speed); } else { WIN_SetLinearMouseScale(mouse_speed); } } } Thats why i suggested to set -useforcedmparms and m_mousespeed 0. And with this you changed how the game handles the mouse input and in theory it should change the mouse input. I agree with m_rawinput 1 all that shouldnt matter right? It should bypass the windows settings. Since you said you dont feel any difference i need to read more about rawinput cause for me the change in small mouse movements is noticeable before the mouse felt heavy and delayed.
    1 point
  3. I tested both the smallest amount of movement (1 count) and full 360 distance, they're all absolutely the same. I don't have the equipment to test latency in millisecond accuracy other than by feel though, so if it's i.e. 20 ms vs 25 ms I wouldn't know. But if it's significant I would definitely detect it by hand. I would definitely know 25 ms from 100 ms etc. So if this tweak does improve it from say 25 to 20 ms (note, these are just random numbers put up by me), it's probably worth it, but as far as I can tell there's no discernible difference. A caveat though: These tweaks might for all I know affect some hardware/software/drivers differently, so if your setup has an issue, this might solve it.
    1 point
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