Cyberpunk 2077 -- Mouse movement issues/observations

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howiec
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Re: Cyberpunk 2077 -- Mouse movement issues/observations

Post by howiec » 18 Dec 2020, 10:21

kiry4 wrote:
16 Dec 2020, 19:52
I have Ryzen 5 5600X and RTX 3070 and Asus VG259QM. I believe 280hz not good idea for Cyberpunk (or I'm wrong) so I will use 244hz. Which setting should I use to get smooth experience? Adaptive Sync + ELMB and Gsync+Vsync off. Or what you can advice?
For CP2077, some of this depends on your preference. But if your primary goal is smoothness NOT lowest input lag and/or motion clarity, then I'd say (like Chief listed):

Use the maximum refresh rate (280Hz?)
Gsync ON
NVCP Vsync ON
In-game Vsync OFF
In-game FPS CAP = monitor refresh rate minus 3
ELMB is your preference (assuming the VG259QM has a good implementation of it)

I also highly recommend using DLSS Quality in this game if you want good performance while using RT, and less edge aliasing/shimmering/flickering.

TN_fun
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Re: Cyberpunk 2077 -- Mouse movement issues/observations

Post by TN_fun » 18 Dec 2020, 17:49

I alone feel that the game has a motion blur that cannot be turned off? I turned off reflections, I even turned off TAA through the tweaker, but there is still blur.
It definitely doesn't work.
60-70 fps, 144Hz. Native frequency or gsync doesn't matter. I don't see this blur in other games.

drjackmann
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Re: Cyberpunk 2077 -- Mouse movement issues/observations

Post by drjackmann » 18 Dec 2020, 20:53

i think the game has an inherent 'graininess' to it. after disabling film grain, motion blur, and those other related settings, you can try creating a game profile in nvidia control panel and enabling the sharpening setting.

howiec
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Re: Cyberpunk 2077 -- Mouse movement issues/observations

Post by howiec » 19 Dec 2020, 04:39

TN_fun wrote:
18 Dec 2020, 17:49
I alone feel that the game has a motion blur that cannot be turned off? I turned off reflections, I even turned off TAA through the tweaker, but there is still blur.
It definitely doesn't work.
60-70 fps, 144Hz. Native frequency or gsync doesn't matter. I don't see this blur in other games.
Yes, as I mentioned previously, I experience the same regardless of various settings states. For obvious reasons, enabling a bunch of settings that increases post-processing and using DLSS worsens the blur.

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jorimt
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Re: Cyberpunk 2077 -- Mouse movement issues/observations

Post by jorimt » 19 Dec 2020, 13:37

howiec wrote:
19 Dec 2020, 04:39
TN_fun wrote:
18 Dec 2020, 17:49
I alone feel that the game has a motion blur that cannot be turned off? I turned off reflections, I even turned off TAA through the tweaker, but there is still blur.
It definitely doesn't work.
60-70 fps, 144Hz. Native frequency or gsync doesn't matter. I don't see this blur in other games.
Yes, as I mentioned previously, I experience the same regardless of various settings states. For obvious reasons, enabling a bunch of settings that increases post-processing and using DLSS worsens the blur.
I haven't played the game (not interested in an extended beta test myself; may pick it up in a few months), but that sounds like the engine relies on some temporal rendering/blending, regardless of user configurable settings.
(jorimt: /jor-uhm-tee/)
Author: Blur Busters "G-SYNC 101" Series

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howiec
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Re: Cyberpunk 2077 -- Mouse movement issues/observations

Post by howiec » 19 Dec 2020, 13:53

jorimt wrote:
19 Dec 2020, 13:37
I haven't played the game (not interested in an extended beta test myself; may pick it up in a few months), but that sounds like the engine relies on some temporal rendering/blending, regardless of user configurable settings.
Yeah, and maybe I'm too used to high monitor refresh + high game FPS. Could be a combo.

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jorimt
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Re: Cyberpunk 2077 -- Mouse movement issues/observations

Post by jorimt » 19 Dec 2020, 13:59

howiec wrote:
19 Dec 2020, 13:53
Yeah, and maybe I'm too used to high monitor refresh + high game FPS. Could be a combo.
Definitely; direct contrast is a kick in the pants.
(jorimt: /jor-uhm-tee/)
Author: Blur Busters "G-SYNC 101" Series

Displays: Acer Predator XB271HU / LG 48CX OS: Windows 10 MB: ASUS ROG Maximus X Hero CPU: i7-8700k GPU: EVGA RTX 3080 FTW3 UG RAM: 32GB G.SKILL TridentZ @3200MHz

depatere
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Re: Cyberpunk 2077 -- Mouse movement issues/observations

Post by depatere » 19 Dec 2020, 14:33

As someone who is super sensitive to input lag, I too feel like the mouse feels kinda off ingame. Feels like there is some smoothing on it, defnitely not like raw input.

Also, does anyone else get big frametime hitches in game for time to time? Maybe due to SSD loading? I dont know..

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sharknice
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Re: Cyberpunk 2077 -- Mouse movement issues/observations

Post by sharknice » 19 Dec 2020, 21:42

Setting sensitivity to 1 seems like it helps with the diagonal issue. It still feels weird though.

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Chief Blur Buster
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Re: Cyberpunk 2077 -- Mouse movement issues/observations

Post by Chief Blur Buster » 19 Dec 2020, 22:34

sharknice wrote:
19 Dec 2020, 21:42
Setting sensitivity to 1 seems like it helps with the diagonal issue. It still feels weird though.
Yes, it definitely does. I have tried my prototype Razer mouse at 1000Hz, 2000Hz, 4000Hz, and 8000Hz, and none of it really helps fix the diagonal issue except setting sensitivity to 1. Raising DPI to 12800dpi helps somewhat, and keeping poll rate lower, helps somewhat -- it seems like Cyberpunk doesn't do a good job of maintaining mousepolltime:photontime.

I complain about mouse problems in the HD Mouse API proposal, but Cyberpunk 2077 needs a lot of mouse optimization, IMHO.

Fun game though, and CD PROJEKT RED has their hands full fixing other bigger bugs, but once that's out of the way, I'd like Cyberpunk 2077 to seriously properly optimize the mouse for more fun solo mouse gameplay.

Some hard-working CD PROJEKT RED developers (when their management allows them time to do so) should read the The Amazon Human Visible Feats of Milliseconds as well as HOWTO: Please Future Proof your Game Engine (Even if stuck on 60Hz Monitor).

When milliseconds become a significant percent of a refresh cycle at high-Hz, imperfections show that didn't show at 60 Hz.

The game engine's ability to keep gametime:photontime consistent to submilliseconds levels needs some major optimization in the mouse department.

Power users of high-refresh-rate lore, are often powerful by word-of-mouth. Bad word-of-mouth can hurt game sales, so I would consider this a medium-priority item that should be done after the game-breaking stuff. I have helped developers fix problems before, see CloudPunk ChangeLog crediting me of Blur Busters, another cyberpunk game developer I helped -- this changelog credits me for de-jankifying this game to future-proofed levels.
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