![reflex arena constant jump reflex arena constant jump](https://thumbs.gfycat.com/DeficientInsecureJay-size_restricted.gif)
What this means is that running this game at 50 FPS would have the same responsiveness as running Overwatch at 1000 FPS.ĬSGO and Quake Live is also tested to suffer from this issue, but uncapped framerate alleviates the issue at extremely high framerates. This is because it implements a framerate-independent input polling thread that samples your mouse input at 1000Hz (cl_input_subframe 1).
![reflex arena constant jump reflex arena constant jump](https://thumbs.dreamstime.com/z/premier-cup-equestrian-show-jumping-10398144.jpg)
Notice how it's running at a much lower FPS compared to my Overwatch clip (I'm running 4x the resolution to lower the framerate), yet it's processing the order of the inputs correctly. The game is Reflex Arena, an arena FPS made by a small indie developer. In fact, this would affect people using reduce buffering ON a little more than those with it OFF, since this issue depends on the raw framerate.ĮDIT: Here is a video demonstration of what should happen. This is the case both for both "Reduce Buffering" ON and OFF. The issue is somewhat less affecting of people who move their mouse slowly, but it is still present and will actually depend heavily on the framerate. The lower the framerate and the faster you're aiming, the wider you will miss your shot by.īasically, the game is punishing people who aim too quickly for their framerate. This cause the sequence of your input to be lost, and depending on the framerate and how fast you're aiming, your shot will actually land in different spots. Yet this is not actually the case - the game is currently lumping together all of your inputs executed within one frame, only processing them at the start of the next frame.Īs a result, your shot will land at the end of all your mouse movement during that frame, instead of somewhere in the middle where you actually fired. Intuitively, you would think that the game should process the input in sequence - move your crosshair over the Training Bot's head, fire the shot, then move the crosshair further. This script imitates what you would normally do when you are executing a fast one-way flick shot. One button executes the sequence demonstrated at the start of the clip: move mouse right by 126 counts, click and release button, then move mouse right by 126 counts again.Īnother button is bound to simply move left by 126 counts, in order to reset the position. Please watch this brief ten-second demonstration of Overwatch's input buffering issue.įor the purpose of testing, I wrote a simple mouse script using Logitech Gaming Software's Lua functionality.