doomfreak0001 Posted December 8, 2010 Hi, If this topic is unrelated to this forum area, please either move it, or let me know in the future on where I can post tech-releated issues. Again, sorry if this is in the wrong forum area. Whenever I play the old classic game of DOOM, with the source port being ZDoom, my mouse lags. So in other words, when I turn or move around using the mouse, the actual movement appears (in the game) after around 4 seconds of moving the mouse itself. My PC details are below. The mouse works perfectly fine when I am not playing the game such as browsing and etc....What can I do? I just CANNOT play like this...Luckily, all works fine on my notebook. But its just my desktop PC. Pls help, Thx. By the way - I had another mouse, and did the same thing as well. Win XP Pro. Intel Graphics Media Accelerator HD RAM: 2.86GB CPU: Intel 3.2GHz Mouse: Laser Sensor type. USB - WIRED 0 Quote Share this post Link to post
GreyGhost Posted December 8, 2010 Don't have that problem with my USB mouse, does it affect other games and/or source ports? Here's a little patch that might help. EDIT - First try un-ticking "Enhance pointer precision" in Mouse Properties. 0 Quote Share this post Link to post
doomfreak0001 Posted December 8, 2010 OK, I had a spare mouse around the house and this one seems to work. However, I will try and experiment with the other mouse as well with the patch you mentioned. EDIT >>>> Still the same issue when I restarted DOOM and plus I disabled the Pointer Precision box as well. I also noticed, that when starting the game for the very first time after rwhen PC boots, it works fine. But once the game is restated, goes bad again. Thanks 0 Quote Share this post Link to post
Maes Posted December 8, 2010 Does this occur with other games too or only with with ZDoom? By the way, what version of ZDoom are you using? (I initially thought of issues with Doom95, but then I read you specifically mentioned ZDoom). Also, do you have ANY mouse management suite running (e.g. one of those Logitech suites for -usually crappy- extra functions) that may interfere? 0 Quote Share this post Link to post
doomfreak0001 Posted December 8, 2010 I had been doing some tests here. The mouse works OK in the game right after a PC boot. But when closing the game and re-running the game, I get the same issue with the mouse. What can be the issue here? I have Dell and an HP mouse. Zdoom version is 2.5.0. And yes, I am running the old version of Doom. But this does not happen on my notebook. It runs smoothly there. 0 Quote Share this post Link to post
Maes Posted December 8, 2010 doomfreak0001 said:I have Dell and an HP mouse. Zdoom version is 2.5.0. And yes, I am running the old version of Doom. But this does not happen on my notebook. It runs smoothly there. Too much guesswork on my side perhaps, but putting all these conflicting statements together I read them as: "Dell and an HP" mouse could mean anything from an old DOS machine, to a Pentium III to some prebuilt Dell PC. Be more specific. Specs? RAM? CPU? OS? etc. You have ZDoom installed, but not actually using it. Instead, you are running what could be either vanilla DOS, Doom95 or something else, which obviously breaks things (again, Doom + mouse problems usually spells Doom95). Or, you mean you're using DOOM.WAD instead of DOOM2.WAD? That in itself doesn't matter assuming that the problem lies in whatever executable you're using, and of which you're still very elusive. You have a "notebook", which for all we know could be running Windows 98 or Millenium, and we can only take wild guesses up to what source ports you're using there, let alone the hardware. Again, specs, RAM, OS and software used would help somewhat. 0 Quote Share this post Link to post
Wagi Posted December 8, 2010 If it helps, many users experience output lag when using vsync and having the framerate uncapped, and this often gets confused for mouse lag. I've had a problem like this before and disabling vsync helped. Try going into the console and typing in "vid_vsync false" (I think that's the name of the cvar) and see if that helps? 0 Quote Share this post Link to post
Ladna Posted December 9, 2010 Are you using ZDoom or GZDoom? If you're using GZDoom, try using just ZDoom at a low resolution (640x480) to see if that helps. 0 Quote Share this post Link to post
doomfreak0001 Posted December 9, 2010 Ok, I did alot of searching around in the meantime while waiting for more replies here and I stumbled onto this here. http://flandre.zdoom.org/viewtopic.php?f=7&t=16414 Take a look at the post were it says this: So, to skbraddy, DONT GO BACK TO 2.1.7!! FOLLOW THE LIGHT! To fix your problem, go to the console, type "vid_forceddraw 1", restart, and RESPONSIVENESS RETURNS! And according to these instructions, I went to the DOOM console and entered the command of VID_FORCEDDRAW 1 and I hit EXIT, RESTARTED ZDoom, and started the game the 3 times already with no lag....I will report back later after I do more testing. Now.....in order to have these same settings for the "lag" to go away forever, do I need to keep on going into the DOOM console and always have to type in that command BEFORE actually playing a game? 0 Quote Share this post Link to post
Kappes Buur Posted December 9, 2010 In the zdoom-username.ini file you can set vid_forceddraw to either false or true (0 or 1) 0 Quote Share this post Link to post
Barking Sands Posted December 9, 2010 Kappes Buur said:In the zdoom-username.ini file you can set vid_forceddraw to either false or true (0 or 1) I'm 90% certain that his "vid_forceddraw" variable is already fixed to "1" in the .ini file since he set it in his console. I often use my ZDoom console to bind my keys and they remain bound every time I exit and restart. 0 Quote Share this post Link to post
Gez Posted December 9, 2010 Yeah; if it is set it is set, for all games and forever. Some variables are not archived (e.g., type am_cheat 3 in the console, leave, restart, look at the map); but vid_forceddraw is a global archived variable. 0 Quote Share this post Link to post
doomfreak0001 Posted December 9, 2010 I hope this setting works!!!!! I will keep on running tests and see. Anyways, thanks to all of your support!!!!! But one thing I dont get here....On my notebook, the vid_forceddraw is set to FALSE, and no lagging at all and plays very smoothly... Is this because the hardware and graphic displays are different than on the desktop PC??? 0 Quote Share this post Link to post
Karakurt Posted March 21, 2016 Greetings. Sorry to bump the topic but since I've recently started playing with vid_forceddraw I found out that in Software I'm experiencing a mouse delay, like I'm getting 100 ms delay in the movements. However when testing it in OpenGL the mouse response (as in the click) is better. Tested it in both Zandronum's latest version (2.1.2) and Zdoom's latest version (2.8.1)... issue resulting with similar results. When playing in uncapped I'm also locked to 60 fps in Software when I should get 200 especially since the Vsync is forced off from both the game and Nvidia Control Panel. The framerate problem only applies when I'm in fullscreen (not in windowed). So far I get no problems in OpenGL with whether uncapped and fullscreen. Config: Nvidia GTX 550TI Intel I5 2500K 8 GB RAM Windows 10 PS: I already tried to mess with various commands like vid_displaybits 8/16/32 Thanks. 0 Quote Share this post Link to post
Quasar Posted March 21, 2016 Karakurt said:Config: Nvidia GTX 550TI Intel I5 2500K 8 GB RAM Windows 10 PS: I already tried to mess with various commands like vid_displaybits 8/16/32 Thanks. Do you happen to have a hidef display? 0 Quote Share this post Link to post
Karakurt Posted March 21, 2016 It's a 60HZ 1680x1050 monitor (75 when using low res). An old Packard Bell one basically. I tried the lowest resolutions the framerame still get locked at 60/75. 0 Quote Share this post Link to post
Edward850 Posted March 26, 2016 You'll want to look into why your framerate is apparently getting capped in the first place, even though you claim vsync is forced off, such as any GPU utilities that add artificial framerate caps as such a thing will likely interrupt input. Side note, make absolutely sure ZDoom is running in hardware acceleration mode (make sure vid_forceddraw off, use d3d_showpacks to check if it's working), otherwise you're relying on 8bit directdraw on a modern system, which is nothing short of insanity nowadays. 0 Quote Share this post Link to post
Karakurt Posted March 26, 2016 Hello, The point is that I actually wanted to stick to forceddraw @ true since I find it more responsive aim-wise, but I'll try! Thank you for your reply. 'Good day. 0 Quote Share this post Link to post
Karakurt Posted March 26, 2016 What is d3d_showpacks supposed to do? I see a couple of mini screens showing weapon animation sequences. 0 Quote Share this post Link to post
Edward850 Posted March 26, 2016 That means D3D is working and ZDoom is using it successfully. (It shows all texture pages loaded into VRAM.) 0 Quote Share this post Link to post
Karakurt Posted March 27, 2016 Oh ok, thanks! However I'm contrained to use vid_forceddraw for the reason I mentioned above, sadly I still have no what causes mouse delay, but I believe it's hardware related since some people claimed using vid_forceddraw in Software with no mouse delay reported. I just can't stick to OpenGL so as to fix the problem since alt-tabbing is kinda annoying with it. :\ 0 Quote Share this post Link to post
Edward850 Posted March 27, 2016 Karakurt said:However I'm contrained to use vid_forceddraw for the reason I mentioned above, sadly I still have no what causes mouse delay, but I believe it's hardware related since some people claimed using vid_forceddraw in Software with no mouse delay reported. "Some people claimed" is not the same thing as you experiencing any problem. Do you actually have an issue with the mouse in hardware mode (which would tend to suggest something you've mucked up on your on hardware, i.e changing settings in your GPU control panel that you didn't understand) or are you just doing it based on the advice of others? Normally I find that anybody who has mouse latency problems can solve it instantly by restoring their drivers to default settings (normalizing settings such as pre-rendered frames and triple buffering where they aren't needed). The hardware surface was added to ZDoom because directdraw is actually an unnecessary performance soak in modern Windows and hardware. You actually cause more problems then you solve by switching that off. 0 Quote Share this post Link to post
Karakurt Posted March 27, 2016 I have no latency-related issue with hardware mode, as far as vid_forceddraw is at false there's no latency but I won't be able to aim just like in ZDaemon/Zdoom 1.23. Also yes, I tried everything I had in hand like restoring default settings from Nvidia's panel, Pre-rendered frames set to 1, default config but nope, latency won't go away. PS: Every time I launch the game with software/forcedraw it freezes for about five seconds while loading: http://hpics.li/01c4148 0 Quote Share this post Link to post
Edward850 Posted March 27, 2016 Karakurt said:I have no latency-related issue with hardware mode, as far as vid_forceddraw is at false there's no latency but I won't be able to aim just like in ZDaemon/Zdoom 1.23. If there's no actual latency issue, then any issue you are having is entirely placebo. There is no actual difference in mouse input between directdraw and D3D, as the rendering has nothing to do with that. Karakurt said:PS: Every time I launch the game with software/forcedraw it freezes for about five seconds while loading: http://hpics.li/01c4148 Then stop using directdraw! It seems like you're just inventing problems at this point. 0 Quote Share this post Link to post
Karakurt Posted March 27, 2016 I can tell you that the difference is obvious enough to be noticed. It has even been stated on here: http://zandronum.com/tracker/view.php?id=480&nbn=2 0 Quote Share this post Link to post
Edward850 Posted March 27, 2016 That's someone complaining about input latency, which you clearly already stated you don't receive anyway. And the bug report was discarded. 0 Quote Share this post Link to post
Karakurt Posted March 27, 2016 Thank you for your very useful information, you definitely helped me there. 'Good day. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.