Original Post — Direct link

This question was asked multiple times since it dropped but havent seen any now. Does anyone know its true purpose yet? Ik its made to better compensate for 8k hz mice but what about the rest of the 1k hz mice?

Is there any changes when turning it on? The only difference i felt was a slight increase in my sensitivity without changing the slider. Not sure if its more responsive or not.

And yea ik that val already has raw mouse input already.

Tldr: Is it worth turning this option on for 1k hz mice? And what does it do?

External link →
almost 3 years ago - /u/RiotTorqued - Direct link

Hi, I can give more context on this setting. There's multiple API for fetching Raw Input. This setting does 2 things, it changes the API that is used by default in Unreal for Raw Input and coalesces input on click and frame boundaries when the input is read before sending it to application code.

With 8k hz mice, this has a very large performance impact and needs to be used with those mice for a playable experience. This was the largest motivation behind this setting.

With 1k mice, there is a modest performance gain, but not something that would be particularly noticeable to players given the variance in frame times throughout a round.

Functionally, there's not a difference from a player's perspective when using the setting, and if you are not using an 8k hz mouse, you should not be able to tell if the setting is on or not. That being said, the aggregate gains are enough that we believe there is value in making this the default for all players in the future regardless of the input device they use.

I have a draft for a Riot tech blog post about VALORANT's input that I'd like to publish soonTM that would go into more details on this, but its a bit lower on the priority list compared to some other work the performance team is doing.

almost 3 years ago - /u/RiotTorqued - Direct link

Originally posted by fakoykas

Thanks for the info! Many people say it increases sensitivity, especially on snipers (weird I know, but many people reported that when it was initially released). Is there any truth in that or entirely placebo?

I hadn't heard that before. That shouldn't be the case and would be unintentional, but is something I can check to see that it's working as intended.

almost 3 years ago - /u/RiotTorqued - Direct link

Originally posted by AsianPotatos

Is this similar/the same? https://us.forums.blizzard.com/en/overwatch/t/new-feature-high-precision-mouse-input-gameplay-option/422094

Also I'm pretty sure I can tell the difference on a g pro superlight, and it feels like when I go for super fast flicks or when I'm correcting a miss really fast I'm more accurate with the setting ON but I'm less accurate when for example trying to track someones head as they come around the corner, it feels like with it ON my aim kind of waits for a split second and then snaps to the head but with it OFF my aim kind of follows the head before shooting, also with the setting ON it feels closer to CS:GO input.

Also it definitely feels like what people say about oping accuracy with it ON is true, I feel a lot less accurate with an operator in particular. This is obviously just what I feel like but it's kind of hard to do testing on something like this. I wonder if you guys have stats on people with the setting on vs people with the setting off.

What you're linking to from Overwatch is a bit different. On VALORANT we refer to that as subframe input processing. Doing this requires raw input. The concept there is that rather than applying all movement for a frame and then processing mouse clicks, instead we coalesce and apply mouse movement between mouse clicks at a subframe level so that mouse movement and clicks happen in the received order rather than being slightly reordered by frame boundaries.

almost 3 years ago - /u/RiotTorqued - Direct link

Originally posted by AsianPotatos

Appreciate the explanation and can't wait for the blog post.

By the way is the performance team aware that disabling UI can increase fps by about 30-50 as seen in this video https://gfycat.com/grayglamorousbudgie Now I know some things will always drop fps by a certain amount but I'm guessing this is something that is optimisable.

We're aware of the relative cost of the UI compared to other parts of the game thread and is something we're working on improving.

almost 3 years ago - /u/RiotTorqued - Direct link

Originally posted by jebjev

Can i run raw input buffer and Nvidia reflex at the same time?

Yes you can!