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improving mouse responsiveness

Okay, so I'm very happy that I've got TF2 running, and enjoying it thoroughly. I wondered, though, whether anyone has any tips for getting the best (consistent) mouse responsiveness in game?

Basically, whenever my framerate drops (and I'm assuming it does, when I get home I'll have to remember to try playing it with the framerate showing), my mouse becomes sluggish. The game isn't slowing down enough that it looks choppy, so it's obviously still maintaining a high enough frame rate. The problem is that it feels like my mouse sensitivity has dropped -- a flick of the mouse that would usually spin me 180degrees only spins me some lesser fraction thereof.

So at the moment, I'm kind of restricted to playing using classes that require less twitch accuracy when shooting.

I just wondered whether anyone else experiences this to any great extent, and what you may have done to counter/mitigate it (whether in your TF2/Crossover settings, or perhaps something else in OSX I should tweak).

I'm using a MacbookPro 2.5GHz, 4GB RAM, nVidia 8600M GT 512MB VRAM, running Leopard. I'm running TF2 in a 1024x768 window, with the default settings (which were pretty low).

edit: Or even if you can't help in fixing it, does anyone have an explanation of the mechanics of things and what causes it? (c:

I think you're maybe going too much on the 'hardcore gaming' side.

Sure you're not going to have the best fps or the quickest response times, but at least the game runs with great fps, high settings and is fun to play. Anyway, I find that winning Team Fortress 2 is more about team effort than any individual's high score.

I haven't had drastic issues with the frame rate (just little skips when things get busy) but you're situation seems a little more problematic, as I can play any class. I did have to turn my mouse sensitivity up in the settings so you should maybe try that. I think everyone gets some form of frame rate drops. The only way to fix this is to trust that CodeWeavers will continue to improve the program with new build releases.

Adam is not talking about a frame rate issue. He's talking about times when the sensitivity of the mouse changes in relation to the frame rate. Since CrossOver Games, I haven't come across this issue much, but it does happen any time there's a lot of action going. Its annoying when you need to turn around quickly, and once in a while the same mouse gestures that you're used to are unresponsive. For example, the same movement that flips a Soldier 180* to fire at an enemy behind him can sometimes only flip him part of the way around. It messes with your timing and accuracy.

This may be a limitation in what Wine can do at the moment. Almost as though the mouse movements are software-driven rather than hardware. I would like to see improvement done on this, not just to benefit TF2, but all games. Wine has evolved so much in just the last few years. Hardware accelerated gaming was probably low on the list back then. I think as Wine continues to grow, these improvements will present themselves.

I would also like to know if there are some tricks or tips to improve the mouse responsiveness. This happens to me quite a bit, just as the OP describes. Can live with it, but it really can be extremely frustrating at times.

This also happens to me every once in a while. The mouse responsiveness will drop so that I'm not able to spin the character around or not much at all. The frame rate doesn't drop when this does happen and seems to randomly occur.

Another issue I've noticed is that I often use the scroll wheel on my mouse to switch between weapons and I get mixed results trying to do this as well (sometimes it'll work, sometimes it'll work slowly, and sometimes it doesn't work at all).

I have a Macbook Pro, 2.33 Ghz C2D, 3GB RAM, ATI RadeonX1600 256 MB, Leopard. Its running in a windowed mode of 1024x768 w/ recommended video settings in TF2.

About the scroll:

Learn to use the keys ie. 1, 2, 3, 4 etc. This is the first thing you'll learn in Pro/Clan gaming.

It's much faster and it'll definitely improve your game.

This doesn't ignore the fact that the scrolling is fairly poor in CrossOver and I would like to see this fixed.

yep, scrolling between weapons doesn't work well.

however as already mentioned it isn't a large problem if you're used to using the numbers + Q (switch to previous weapon) key to switch. much faster, easier, even if scrolling did happen to work flawlessly

Regarding mouse sensitivity. This is probably not what's affecting you guys, since you report that the sensitivity seems to change, but I just figured I'd report it: with some mice on some surfaces, the mouse can lose the ability to track movement if you move it very fast. I was helping a user with an issue where, when she flicked the mouse, she wouldn't turn almost at all. Sometimes she would turn a bit and then "bounce" back. I was able to reproduce this myself, but I isolated it to the mouse. Even with CrossOver not running, if I moved the mouse very fast, the cursor would not move, or move randomly. I switched to a different mouse and all the symptoms went away, both in the game and outside of CrossOver.

Another issue: if you're running a game in the window, it's possible that very fast mouse movements will cause the (invisible) cursor to leave the window for a moment. When a Windows game wants to get relative mouse movements (rather than cursor position), Wine has to fake that functionality. It starts by centering the cursor in the middle of the window. Then, each time the mouse moves, it calculates the distance from the center to determine the movement, and then re-centers the cursor. This mostly works fine. However, if the cursor leaves the window, Wine may not get the correct position. It still re-centers it, so the next movement works.

So, I recommend trying in full-screen mode to see if that helps at all, since the cursor shouldn't be able to leave the window.

Handling the scroll wheel is a bit complicated. Mac OS X reports scroll wheel events with a distance scrolled. This distance is in arbitrary units. CrossOver interfaces with Wine using X11, and X11 uses discreet scroll "clicks" for its scroll wheel events. Finally, the Windows program expects scroll wheel events to have a magnitude where 120 is arbitrarily set to one "notch" on the scroll wheel (for those which have a notch in their mechanism). So, Windows could support fine-grained scrolling, using values less than 120, but X11 can't produce fine-grained events. Since X11 events correspond to the notch, Wine translates one X11 scroll event to 120 units.

Originally, CrossOver translated each unit of the Mac scroll events to a single X11 scroll event. However, that produced much too aggressive scrolling. A small turn of the wheel (or "pea" on a Mighty Mouse) would send a web page flying, or spin through your weapons way too fast. So, I introduced a scaling factor between Mac scroll events and X11 scroll events. Currently, the scaling factor is 6 -- that is, 6 units of Mac scrolling are translated to 1 X11 scroll event. Any remainder after dividing by 6 is accumulated and added into the next scroll event. Any time the scrolling changes direction, the remainder is set so that even a single unit of scrolling produces an X11 event, so that you don't have to "build up a head of steam" to get scrolling in the new direction.

Anyway, the scaling factor is adjustable using a hidden preference setting. When CrossOver is not running, you can issue a command like this:

defaults write com.codeweavers.CrossOverGames ScrollWheelThreshold -int 2

Use a different value than 2, as you prefer. Values less than 1 will be considered equal to 1, which does no scaling -- each unit of a Mac scroll corresponds to one X11 scroll event. If you're using mainline CrossOver rather than CrossOver Games, use "CrossOver" instead of "CrossOverGames" in the command.

Now, on top of all of the above, Mac OS X also provides an acceleration curve for scrolling. That is, the scroll event distance isn't directly proportional to the distance that the surface of the scroll wheel has moved. Faster movements produce events with greater distance than slow movements, even if the physical hardware has been moved the same amount. So, it can be hard to pick a scaling factor that always works with your habits.

Thanks Ken,I will be sure to mess around with my scrolling when I get off my linux box. BTW: Whenever the mouse starts to become slow open the options panel and click apply, that is a temporary fix.

The scroll wheel should work much better in the new unsupported release of CrossOver Games.

On the other hand, I can't vouch for whether TF2 works better or worse. 😐

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