

Every time someone peeks a corner at you, they have 20 ms less peeker’s advantage. Every time you peek a corner at someone and don’t prefire, you have 20 ms extra peeker’s advantage. 20 ms doesn’t sound like a lot at first, but it adds up quickly. Reducing this latency by 20 milliseconds (ms) is often not very difficult (it depends a lot on the starting settings and how fast your computer is, and 30+ is still very common). Simulation -> (output portion of) latency -> your reaction time -> (input portion of) latency -> simulation Your input -> (input portion of) latency -> simulation -> (output portion of) latency -> your eyes For both, it doesn’t matter which portion is between your input and the simulation and which portion is between the simulation and display. To get a better sense of it, don’t think of it as the time between when you give the game an input and when you see the result, think of it as something added to your reaction time. Netcode is interesting, but much more complex and out-of-scope. When we talk about latency in this context, we’re mostly worried about the time between pushing a button or moving the mouse and when you can see the result of that input on your screen. The interactions between different settings in this area are much less straightforward than elsewhere, so they’re gathered here. Use Raw Mouse Input, Reduce Input Lag, and Mouse Acceleration Vertical Field of View and Wide View Mode New latency section and many related tweaksĬlarified and expanded on FoV and mouse sensitivityĪdapted for PSG - many thanks to the PSG team! Updated lighting and AO to reflect further researchįixed some formatting and added more internal links UseLod0a might be buggy, recommending 0 pending more research Updated to reflect further evidence that reducing textures has no CPU-side penalty Reproduced the mouse sensitivity bug today, updated accordinglyĭescribed one advanced particle tweak (likely another on the way) More ini options, taking the terrain bug into account The terrain bug is related to RenderDistance, updated accordingly More on particles (I think the game’s behavior changed since I last checked this in-depth) Terrain bug quick fix confirmed, corresponding updates done
#Crosshair overlay planetside 2 Patch#
Today’s patch tweaked max voice channels, updated this to match Today’s patch brought back true god rays, updated this to match The game doesn’t fill to work around the frame timing quantization problem SmoothingMaxFramerate has the same frame timing quantization problem as MaximumFPS You can now use FoVs above 74 without wide view mode Some section titles changed to make internal links less clunky Internal links changed due to markdown shenanigans, sorry! changelogĪdapted for superscalar.gg (this will continue to recieve updates on PSG) It’s often easy and cheap to upgrade, and is sometimes the difference between barely playable and mostly comfortable.

#Crosshair overlay planetside 2 ps2#
One hardware note deserves mention here: PS2 hates being stuck with single-channel RAM, as unfortunately found in many laptops. Also, while mouselook latency is good, all other latencies (as far as I know) are two frames longer than mouselook, and this mismatch has further awkward effects like your aimpoint always being two frames behind your crosshair. I’ve written up the details in a bug report here. If you want to go straight to some good setups, there are a variety of config file snippets in this section.Ī major non-obvious reason this whole thing matters is that a long-standing bug reduces your rate of fire depending on your framerate. If you think I have (or especially if you have any leads on something I’m not clear on), I’d love to hear about it! Please try it yourself first though, as a lot of the info that can be found is outdated. I keep a close eye out for changes, but am human and have likely missed something. Planetside 2 goes through a lot of changes and has a lot of odd edge cases. This version has some broken formatting for the moment, sorry about that, I’m working on it.
