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Game is loading fine but I'm experiencing mouse issues. Cursor is sluggish especially when making small adjustments, it's like it's getting caught. It makes it hard to precisely select options in the menus or target things in-game.

I've tried changing sensitivity, mouse acceleration (via console) and mouse smoothing, also tried disabling v-sync. Nothing seems to have any effect.

Anybody know what's happening here, or have any ideas how to fix it?
Post edited September 09, 2021 by CrashT
This question / problem has been solved by ChristianStrahlimage
Some Mouse Drivers can cause this.
The exact reason I have never found out.
You can try to limit your frames, with a console command:
seta com_maxfps 120

For some people one or all steps help:
- enable vertical sync in the Video Settings
- rename the ef2.exe to quake3.exe
- try to reduce the Mouse resolution specified in your Mouse Game specific Settings
- Remove or Update the Driver and Tools for your gaming Mouse

Please note this can also be a entirely different reason, so try different GFX settings.
Also check your framerate (should be at least around 60 and below 800), enter into the console: fps 1
Post edited September 09, 2021 by ChristianStrahl
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ChristianStrahl: - Remove or Update the Driver and Tools for your gaming Mouse
This worked, thanks. I uninstalled the Logitech Gaming Software, restarted and it's working properly now.
I think it is also possible to reroute mouse input through direct input via some sort of wrapper dll.
This might make it possible for you to use Logitech Gaming Software and set in_mouse to -1 or -2 for RAW mouse input. Be sure to check the in_mouse cvar for EF2, not sure about the exact value to use RAW input but it's the correct cvar.
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moritzjt: I think it is also possible to reroute mouse input through direct input via some sort of wrapper dll.
This might make it possible for you to use Logitech Gaming Software and set in_mouse to -1 or -2 for RAW mouse input. Be sure to check the in_mouse cvar for EF2, not sure about the exact value to use RAW input but it's the correct cvar.
in_mouse -1 totally worked for me without having to uninstall my logitech gaming software.
I found some more details on it, I have not verified any of it but they seam reasonable legit.


Can someone test what 2 and 3 do for you ?


So this would be the suggested setting: in_mouse -1

1) Raw mouse input has no negative acceleration which is present in standard windows mouse input (in_mouse -1) due to low resolution, high mouse speed or high DPI of the mouse.

2) Raw mouse input has no positive acceleration in comparison to standart windows input because there is no pointer ballistics applied to it. This means that there is no CPL mouse fix needed to be applied if you use this type of input.

3) Raw mouse input uses unbuffered, immediate mouse data. This means that in comparison to DirectInput it has less input lag.
https://www.excessiveplus.net/forums/thread/in-mouse-1-3-problem

More useful infos about the other modes:

This is what John Carmack said regarding the in_mouse values he implemented in Quake 3.

Quote:

in_mouse 1: Mouse control with standard win-32 cursor calls, just like Quake 2.

in_mouse 2: Mouse control using DirectInput to sample the mouse relative counters each frame. This behaves like winquake with -dinput. There isn't a lot of difference between this and 1, but you get a little more precision, and you never run into window clamping issues. If at some point in the future microsoft changes the implementation of DirectInput so that it processes all pending mouse events exactly when the getState call happens, this will be the ideal input mode.

in_mouse 3: Processes DirectInput mouse movement events, and filters the amount of movement over the next 25 milliseconds. This effectively adds about 12 ms of latency to the mouse control, but the movement is smooth and consistant at any variable frame rate. This will be the default for Quake 3, but some people may want the 12ms faster (but rougher) response time of mode 2.

It takes a pretty intense player to even notice the difference in most cases, but if you have a setup that can run a very consistant 30 fps you will probably apreciate the smoothness. At 60 fps, anyone can tell the difference, but rendering speeds will tend to cause a fair amount of jitter at those rates no matter what the mouse is doing.

DirectInput on WindowsNT does not log mouse events as they happen, but seems to just do a poll when called, so they can't be filtered properly.
http://www.esreality.com/?a=post&id=1565939
Post edited September 22, 2021 by ChristianStrahl
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