Mouse input lag
Dont know if this is the correct section, please do correct me if im wrong.
Is the new Unreal Tournament handling mouse input the same way as the FPS template in UE4? (project settings -> input -> axis mappings) I have noticed a slight input lag on the mouse. Is there an alternative way to handle this in blueprint?
For those who are interested, I have uploaded my test data to: https://drive.google.com/folderview?id=0BwFD8hDN3N5FVUw2U2lJa0VYM1k&usp=sharing You can either check the images, or download and step through the videos frame by frame.
What I did was the following: Recorded with a gopro at 60FPS, then split down the video to images to see how many images it takes from that im moving the mouse until there is a change on the screen, which is slightly longer in UE4 compared to UT4 and QuakeLive. Im very sensitive to input lag, and can "feel" it instantly. I think its important that a game feels responsive.
If anyone is interested in this and have better equipment, a more accurate result can be made. I know for example that the iPhone 6 can record at 240 fps, but dont know the format it will be on PC.
asked Nov 26 '14 at 02:26 PM in Blueprint Scripting
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