Fix for input lag
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MontyTheAverage
- Posts: 149
- Joined: 11 Nov 2021, 06:39
Re: Fix for input lag
Found something new where I don't need to restart for anything
1. Get on game
2. Go on Device Manager and disable monitor and scan for hardware changes
3. delete monitor through CRU
4. shift+ctrl+windows key + B
5. I'm playing on 720p so I also have to alt and enter to make the game go to fullscreen again.
Each new match or after awhile the problem returns randomly so I have to repeat step 4 and 5.
If that doesn't work, do all the steps over again.
1. Get on game
2. Go on Device Manager and disable monitor and scan for hardware changes
3. delete monitor through CRU
4. shift+ctrl+windows key + B
5. I'm playing on 720p so I also have to alt and enter to make the game go to fullscreen again.
Each new match or after awhile the problem returns randomly so I have to repeat step 4 and 5.
If that doesn't work, do all the steps over again.
Re: Fix for input lag
ccfan , Thanks for the wonderful working method. +1 to a positive effect. Hooray, I have a chance to knock out a Suicide T-player from AWP
What is the nature of this EDID? Is Windows to blame?
Can someone explain to me the essence of why it is needed, and what happens when it is deleted? Does Linux suffer from this?
p.s.
On the second or third boot (after executing the method), a monitor appears in the device manager (a hidden copy of the main one), and another folder appears in the registry. HMM.
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Last edited by MeveSPB on 03 Jun 2024, 13:54, edited 1 time in total.
Re: Fix for input lag
he mean icc affect
Re: Fix for input lag
Just tried this with a couple of other changes and I finally got Overwatch to feel great with hit-reg, almost feels like I'm hitting shots I shouldn't lol. Sadly I have to play at 60hz and 60fps for this to work. Any change I do ingame except for aspect ratio completely alters the fov making everything smaller and faster and desynced. I have a meg 342c oled which is a 3440x1440p screen and it finally looks "right" and feels right except for being stuck with 60fps. However even with 60fps it feels like I can play really well. Anyways might be short lived because the problems always come back...
What I did:
1. default bios settings (no expo, xmp, pbo etc., no fan settings, no nothing)
2. disable monitor in device manager and restart
3. set "no scaling @ display" in nvidia
4. override colors to reference in nvidia
5. basically all default in nvidia other than that
6. switch desktop to 60hz and reset all energy plans. meaning balanced energy plan in all menus. make sure the desktop is scaling correctly with no black borders. check signal output.
7. reset monitor to default with hardware button, switch off enhanced colors and modes (this is special for my monitor)
8. deleted EDID file in registry
9. also deleted the monitor settings from the picture. i deleted everything inside the folders but kept the pathkeys. I had like 10 different monitors in those maps. I only have 1 now. Backup registry just incase.
10. Make sure steam doesn't have cloud sync. I'm pretty sure steam syncs your settings too. I turned that off, then deleted the saved Overwatch profiles in both the steam userid folder, the "overwatch" folder in "documents" and the "battlenet" folder in the "roaming" folder which you can find in user/appdata etc etc. This crap saves everywhere lol.
11. Go ingame and for the love of god, don't change anything but maybe aspect ratio. Nothing that makes the screen go black. That means it just reset itself back.
What I did:
1. default bios settings (no expo, xmp, pbo etc., no fan settings, no nothing)
2. disable monitor in device manager and restart
3. set "no scaling @ display" in nvidia
4. override colors to reference in nvidia
5. basically all default in nvidia other than that
6. switch desktop to 60hz and reset all energy plans. meaning balanced energy plan in all menus. make sure the desktop is scaling correctly with no black borders. check signal output.
7. reset monitor to default with hardware button, switch off enhanced colors and modes (this is special for my monitor)
8. deleted EDID file in registry
9. also deleted the monitor settings from the picture. i deleted everything inside the folders but kept the pathkeys. I had like 10 different monitors in those maps. I only have 1 now. Backup registry just incase.
10. Make sure steam doesn't have cloud sync. I'm pretty sure steam syncs your settings too. I turned that off, then deleted the saved Overwatch profiles in both the steam userid folder, the "overwatch" folder in "documents" and the "battlenet" folder in the "roaming" folder which you can find in user/appdata etc etc. This crap saves everywhere lol.
11. Go ingame and for the love of god, don't change anything but maybe aspect ratio. Nothing that makes the screen go black. That means it just reset itself back.
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- Untitled.png (97.28 KiB) Viewed 11048 times
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joseph_from_pilsen
- Posts: 248
- Joined: 01 Apr 2022, 23:51
Re: Fix for input lag
You should compare your results to one server which is always the same with stable performance.
Valve servers are trash and the floatyness depends mostly on server variance. A parameter which was always a shame at valve servers so valve solved it (by their typical way of pride pricks company) - they blocked players from viewing server variance values.
At csgo only at good servers the game was running crisp, without inertia and floaty unbroken aim. Good servers had max 3ms sv (almost no official server had this value, valve crap servers had usually 5ms in MM or 8ms in DM and even more). Above 4ms it had obvious impact. 10ms was considered as very bad (red) level.
In cs2 valve blocked this value but we can see that they raised the red level to 15.6ms which is absurdly high so "normal" values are even terrible 10ms numbers of variance. At this variance is the game running like total crap, with huge server sided delay and mouse laggy feeling, choky aim, aim inertia, muddy movement, uncontrollable sprays and choppy movement of opponents.
The reason is simple, the higher sv the more delay is added to computing all ticks and the worse is response to client.
At low server variance is aim crisp because only mouse and render input plays the role. At high server variance the aim is floaty because also server computing time input is added and every tick is different so everything in the game has unstable speed - aim, opponents movement, your movement, but also picture smoothnes persistence - at crap servers are frames noticably worse paced even with vsync on (even vsync cant iron it fully sometimes) and game feels less smooth with close to 60hz feeling.
I can relatively fast tell whether the server has low or high variance, its very easy to recognize, at high sv crap servers the opponents have more time to react, as everything is delayed, peekers and high pingers are feeling even more insane as there is another 10-15ms delay added on both sides, whatever i do in last moments, is fully ignored by server, flicks are shorter, last milisecond moves are ignored, bad sv server is turning the default game desync into a desync at steroides.
You will never solve any issues by testing it at valve dm servers as they are always different. At bad server its 1 K:D for everybody, because its hard to outplay others - reaction is useless, aim is floaty and movement is muddy. No matter what you do at your end.
Use some stable server which is always the same with the same performance, however its hard to tell which one, 3rd party servers performance differs during daytime and depends on their load. Also their aim and smoothness differs a lot vs valve, hitreg at wase is much faster than valve so you need to adapt. On the other hand, CPU intensity is also usually higher, i remember half year ago how i got rekt by xantares at wase without even being able to move how laggy and 60hz feeling the game was here at my 7600 non3D ryzen, so i bought 7800X3D + beefier gpu and wase dust2 was running much smoother then. Today it seems that this issue was partially done but these times it was horrendous how CPU intensive it was.
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MontyTheAverage
- Posts: 149
- Joined: 11 Nov 2021, 06:39
Re: Fix for input lag
I think you are on to something.... the graphicsdrivers registry path might also be part of this. BUT the problem with this folder is that once you delete them and reopen registry, you can see they instantly come back. I think this has more to do with the problem than the other things.LasseF wrote: ↑03 Jun 2024, 11:46Just tried this with a couple of other changes and I finally got Overwatch to feel great with hit-reg, almost feels like I'm hitting shots I shouldn't lol. Sadly I have to play at 60hz and 60fps for this to work. Any change I do ingame except for aspect ratio completely alters the fov making everything smaller and faster and desynced. I have a meg 342c oled which is a 3440x1440p screen and it finally looks "right" and feels right except for being stuck with 60fps. However even with 60fps it feels like I can play really well. Anyways might be short lived because the problems always come back...
What I did:
1. default bios settings (no expo, xmp, pbo etc., no fan settings, no nothing)
2. disable monitor in device manager and restart
3. set "no scaling @ display" in nvidia
4. override colors to reference in nvidia
5. basically all default in nvidia other than that
6. switch desktop to 60hz and reset all energy plans. meaning balanced energy plan in all menus. make sure the desktop is scaling correctly with no black borders. check signal output.
7. reset monitor to default with hardware button, switch off enhanced colors and modes (this is special for my monitor)
8. deleted EDID file in registry
9. also deleted the monitor settings from the picture. i deleted everything inside the folders but kept the pathkeys. I had like 10 different monitors in those maps. I only have 1 now. Backup registry just incase.
10. Make sure steam doesn't have cloud sync. I'm pretty sure steam syncs your settings too. I turned that off, then deleted the saved Overwatch profiles in both the steam userid folder, the "overwatch" folder in "documents" and the "battlenet" folder in the "roaming" folder which you can find in user/appdata etc etc. This crap saves everywhere lol.
11. Go ingame and for the love of god, don't change anything but maybe aspect ratio. Nothing that makes the screen go black. That means it just reset itself back.
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Robbo99999
- Posts: 9
- Joined: 05 Jun 2022, 11:32
Re: Fix for input lag
Hmm, I think this is a total snake oil thread!
Re: Fix for input lag
that really affect on mice. You need make it before write Placebo or Snake Oil.
but for me it makes mouse slower, i dont like that, but maybe in cs it make diff.
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joseph_from_pilsen
- Posts: 248
- Joined: 01 Apr 2022, 23:51
Re: Fix for input lag
My part with server variance is no snake oil, its a real parameter, so important and so bad that valve obfuscated it.
Re: Fix for input lag
Trust me, I would normally agree with you 1000%, but for me everything is way too inconsistent.. And funny enough, the only consistent thing is the inconsistency. Sometimes everything works amazing but just after applying certain tweaks / making certain changes, only in the beggining. Then it goes bad and never ever goes to the same good way as initially was. I used to try the same deathmatch servers from popular providers while trying to determine if the server variance / conditions is what makes my game bad, but had same resuls. Things were amazing they they would not be, on the same exact server. Since I tested this quite a lot and saw no benefits I am not struggling anymore, I just launch cs2 on valve servers. Same ping, 0 packets lost, 0 rubberbanding, low jitter, literally not a single network stat anywhere that could indicate network issues, but somehow making changes not even related in any way to the network makes things good, for a short brief period. Again, this is the spot I am in and does no mean that for everyone is the same.joseph_from_pilsen wrote: ↑04 Jun 2024, 07:20
You should compare your results to one server which is always the same with stable performance.
Valve servers are trash and the floatyness depends mostly on server variance. A parameter which was always a shame at valve servers so valve solved it (by their typical way of pride pricks company) - they blocked players from viewing server variance values.
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