flood wrote:honestly for 500hz mice, if microstutter is seriously a problem, you could just add 2ms of input lag and interpolate the mouse position using the previous two samples...
Yes, that's the mouse smoothing feature built into many games. The interpolation reduces the mouse microstutters a lot.
flood wrote:big deal since if you want motion clarity you'd be using double buffering and strobing, both of which add more than 2ms input lag
Although it is the most noticeable at perfectly synchronized framerate-refreshrate, it still can be seen during VSYNC OFF too.
Especially VSYNC OFF during strobing, and ultrahigh framerates (e.g. 300-500fps), like 700series/Titan in Source Engine games, can make microstutters extremely tiny even with strobing. The microstutter differences of 500Hz vs 1000Hz actually begins to become noticeable even with VSYNC OFF during strobing, when you're hitting the multiple-triple-digit framerates.
There are certain cases where you are willing to give up just a small bit of input lag by enabling strobing, in the certain situations (certain gameplay tactics in certain games) outweighs the lag tradeoff. But then you don't want to add anymore lag from any point in the chain. During future rolling scan OLED, there is
no input lag from rolling-scans, so you can have lag-free "strobing" by impulsing in a rolling scan like a CRT. So you can achieve low persistence without lag by using the rolling scan technique. So, I want to see 2000Hz mice happen. At the very least, it will make 1000Hz sensors more accurate, at the least.
flood wrote:by the way, here's a nice picture of my 500hz g100s on a 144hz monitor. it's easy to notice that the gaps are not uniform when moving the cursor around, but when dragging things, its hard to notice due to persistence/motion blur.
Yes. You really need low persistence to easily see the 500Hz microstutters. Though, it is still visible even at 144Hz,