[Mouse Mod HOWTO] Input lag test setup for Rocket League
Posted: 18 Jul 2017, 08:44
Hi everyone,
I've been lurking on this website for a while and wanted to say that it's amazing what all the community members are doing!
I'm here because I want start testing accurate input lag numbers for Rocket League and would like some help regarding my methodology. I got a 1000FPS camera off ebay and was planning on getting some LEDs to basically replicate this setup https://www.blurbusters.com/gsync/preview2/. I have an old Razer Naga with 1 broken switch which I opened up and I noticed that the only way to get an LED to light up on the mouse click seems to be by completely desoldering the switch? I don't think it would be possible to put it back together like the G9x in the example so I was wondering if I'm missing something or if it's just the different mouse.
I don't really want to desolder the switches if possible as I plan on testing multiple controllers (which are mostly used for competetive RL) and want to avoid essentially breaking them for normal use just to figure out the input lag. My idea was to just skip the switch by connecting the ends to the LED letting the current flow past it. After reading about debounce times and not understanding them perfectly, I'm not sure if this would misrepresent real inputs. I'm also not sure if I do need resistors in this particular setup for the LED if the forward voltage is 3.3V. The internet seems to be split between "never use without" and "it's ok to use it for very short times", which it would be.
Lastly, I plan on testing on actual consoles too in the future if I can get them from friends/other ways. On PC I have the possibility to create custom maps to essentially replicate what was done here in CS:GO (https://www.blurbusters.com/gsync/gsync101-input-lag/) for the sake of easier testing and possibly more FPS. Would you recommend just sticking with something that I'll be able to use on any platform or go for the better option? The majority of the testing will be done on PC anyway.
I've been lurking on this website for a while and wanted to say that it's amazing what all the community members are doing!
I'm here because I want start testing accurate input lag numbers for Rocket League and would like some help regarding my methodology. I got a 1000FPS camera off ebay and was planning on getting some LEDs to basically replicate this setup https://www.blurbusters.com/gsync/preview2/. I have an old Razer Naga with 1 broken switch which I opened up and I noticed that the only way to get an LED to light up on the mouse click seems to be by completely desoldering the switch? I don't think it would be possible to put it back together like the G9x in the example so I was wondering if I'm missing something or if it's just the different mouse.
I don't really want to desolder the switches if possible as I plan on testing multiple controllers (which are mostly used for competetive RL) and want to avoid essentially breaking them for normal use just to figure out the input lag. My idea was to just skip the switch by connecting the ends to the LED letting the current flow past it. After reading about debounce times and not understanding them perfectly, I'm not sure if this would misrepresent real inputs. I'm also not sure if I do need resistors in this particular setup for the LED if the forward voltage is 3.3V. The internet seems to be split between "never use without" and "it's ok to use it for very short times", which it would be.
Lastly, I plan on testing on actual consoles too in the future if I can get them from friends/other ways. On PC I have the possibility to create custom maps to essentially replicate what was done here in CS:GO (https://www.blurbusters.com/gsync/gsync101-input-lag/) for the sake of easier testing and possibly more FPS. Would you recommend just sticking with something that I'll be able to use on any platform or go for the better option? The majority of the testing will be done on PC anyway.