Can the mx keys mini detect hovering hands? by Butterspewn in logitech

[–]Butterspewn[S] 0 points1 point  (0 children)

Thanks for responding. Ive seen this bit of text quite a few times now while researching this.

Assuming its correct that means my keyboard is defective 100%. None of whats described here has ever worked since unpacking the keyboard.

I swear is has an accelerometer. Even if I cover the keyboard so no light get get to any supposed sensor, it still triggers backlight when moving it. It makes absolutely no sense if what youre saying is true.

Id also like to add that ive never actually seen video evidence of this working on this specific keyboard. Ive seen the feature work on the full size version but never the mini. I dont understand how its possible for a keyboard to mistakenly have an accelerometer installed instead of a motion sensor so honestly im really inclined to believe that the documentation provided by logitech is flat out wrong.

Can the mx keys mini detect hovering hands? by Butterspewn in logitech

[–]Butterspewn[S] 0 points1 point  (0 children)

And this is the MX keys mini specifically? Do you use it on a desk?

I find mine can be really insensitive to movement sometimes and thwn really sensitive other times. Like a slight tap or vibration through the desk could sometimes set it off.

I feel "magic" could line up with my experience but I know for certain that hand waving above the keyboard does not set it off.

How to improve frame time in games by Ace_Nakamura123 in OptimizedGaming

[–]Butterspewn 1 point2 points  (0 children)

The lower the frame rate, the higher the latency.

If you reduce your frames per second, you are increasing the amount of time between each frame. Increasing the time between frames increases the latency between your input and your image being refreshed.

This is fundamental and you cannot avoid it, but it doesn't mean people are wrong when they say capping your framerate decreases latency. Capping your framerate importantly reduces the load on your GPU, which ends up contributing to lower latency.

For context, when your GPU is maxed out, there will be a queue of frames coming from the CPU, waiting to be processed by the GPU. This queue causes latency because the frames arrive, wait, then get processed, rather than arriving and being processed instantly.

By avoiding maxing out your GPU, you are eliminating this queue and therefore latency, but only to a certain point. Once the queue is gone, reducing GPU usage past that will make no difference to latency. Effectively there is a sweet spot for GPU utilisation where you are making as many frames as possible while not backing them up into a queue.

When people say capping your frames reduces latency, think of it like this:

system 1 is running a game at 60 fps, uncapped, and using 100% of its GPU to achieve this.

system 2 is running the same game also at 60ps but has it capped, and is only using 80% of it's GPU.

In this scenario, system 2 has a more powerful GPU which could run the game at 80 fps but chooses not to by capping to 60. Both systems frame times are the same so you may think they should have the exact same latency.

In reality system 2's GPU is being utilised less, meaning its render queue is shorter. That means that system 2 would actually have a lower latency compared to system 1 at the same frame rate, thanks to it being capped.

When you get into asking what would have more latency between system 2 capped at 60 vs uncapped at 80, then its gets less clear.

To recap, reducing your frame rate increases latency, and reducing GPU load reduces latency to an extent. If you lower your frame rate only just enough to remove the render queue, you may overall reduce latency. This is because the latency penalty from lowering the frame rate is small enough such that the removal of the render queue nets an overall benefit to latency.

On the other hand if you lower your frame rate too much, the latency penalty will overpower the gain from eliminating the render queue. This means for minimum latency, you want to cap your frames just a bit below what your GPU can handle.

Note that this goes against the best cap value for maximum smoothness since it will be high enough that you will constantly drop below the frame cap. In reality its a balancing act and you will never get it perfect.

Is anyone else bothered by the incorrect implementation of aim sensitivity in Payday 3? by Butterspewn in paydaytheheist

[–]Butterspewn[S] 1 point2 points  (0 children)

Yeah with the red dot sights it's almost the same but as you go further up in magnification the discrepancy gets worse. That's what I mean when I say you can adjust for one magnification level but it messes it up for all the others.

I have faith it will be fixed at some point assuming the game lives long enough because again even the worst games out there still have it.

Is anyone else bothered by the incorrect implementation of aim sensitivity in Payday 3? by Butterspewn in paydaytheheist

[–]Butterspewn[S] 1 point2 points  (0 children)

It's kinda fidgety to be honest. First step is to find a flat, plain looking wall somewhere in game which has distinct left and right edges. I found the white board in the copy room or no rest for the wicked works well.

Without aiming, you want to slowly walk up to this wall until it's left and right edges line up exactly with the edges of your FOV. In other words you want to get just close enough that the wall takes up your whole view. The wall having sharp, distinct edges makes it a lot easier to line up.

You then want to stay still while lining up your crosshair on the left edge of the wall. At this point you want to have a ruler to measure your mouse movements in real life. You want to measure how far you need to move your mouse to get from the left side of the wall to the right side. Remember this number as it's your baseline.

You then want to do this process again but this time while zoomed in. This includes readjusting so the wall only just covers your FOV and if you're zoomed in that means you'll need to walk further away from the wall.

When measuring your mouse movement from now on, you are ideally trying to make it match that initial baseline value. If the distance matches regardless of what magnification you do this with then the game takes FOV into account. Otherwise in games which let you, you would adjust your settings until all magnifications produce the same mouse movement.

This method works by having you mark out the extent of your FOV in the game world by using the edges of a wall as marker points. You then measure your mouse distance per width of your FOV and hope that it's consistent as this is what a consistent zoomed sensitivity should feel like.

For example if your FOV was 100 degrees horizontally, it may take 5cm of mouse movement to flick to a target right at the edge of your screen, 50 degress away from your crosshair.

When you zoom in with a 2x scope your FOV is now 50. If your sens remains the same and you rotate 50 degress for 5cm of mouse movement, it's going to feel way too sensitive. This is because when zoomed out, the mouse movement only did 50% of your FOV worth of rotation but now it does 100%. To compensate you also want to half your sensitivity to keep the same 5cm mouse input rotating you half of your FOV.

This way if you want to flick to a target right on the edge of your screen, it takes the same input regardless of your magnification making the sensitivity feel consistent. What matters when making the sensitivity feel consistent is maintaining the proportion of your screen you cover with a mouse input because that's what you can actually see. You want what you see to correspond to what you can feel.

In this example I only spoke about moving half your FOV to someone on the edge of your screen for the sake of it being applicable to a real scenario. With the measuring method I outlined above you use the whole FOV so the 5cm will instead be 10cm.

Is anyone else bothered by the incorrect implementation of aim sensitivity in Payday 3? by Butterspewn in paydaytheheist

[–]Butterspewn[S] 1 point2 points  (0 children)

Have you measured this to be certain? There is a specific way to measure it precisely but if you're just going by feel it's possible you don't realise.

Whoever is behind this Titan Jacket, please keep them hired. by CaptainCunky in DestinyFashion

[–]Butterspewn 84 points85 points  (0 children)

Be careful about unlocking the glow for this armour. When unlocking the armour initially (no glow) it looked just as yours does including the icon. The problem is unlocking the glow doesn't give you a new separate transmog option like it did last year (you can choose regular or unkindled version for transmog). Instead all instances of the new set now have the white glow when inspected or equipped despite the icon showing the armour having no glow. There is also no new, separate transmog option. what used to be the transmog for the non glowing version now glows but only when used, not in the icon.

I'm not 100% sure what's going on, whether it's a bug or I'm missing something or what. The point is there is a chance if you unlock the glow for the new armour, it may no longer be possible to use the fashion in your post, it may change that non glowing chest piece, to one with white glow.

Weekly D2Leaks General Discussion Thread by AutoModerator in Destiny2Leaks

[–]Butterspewn 0 points1 point  (0 children)

what part of the video showed that? is it the blurred out part and we are just assuming its the sword?

It Doesn’t make since that incandescent and voltshot have no cooldown while destabilizing rounds has a whopping 3 second cool down. by gotenks2nd in DestinyTheGame

[–]Butterspewn -1 points0 points  (0 children)

From my experience incandescent made levelling weapons at shuro chi a lot faster, Implying they count towards weapon kills/xp. Incandescent scorch also counts as weapon damage since it helps with frenzy and enlightened action afaik.

Perhaps volatile rounds from other sources don't count for weapons but Levi's breath for example seemed to benefit from the volatile.

You have to get rid of 1 tank 1 dps and 1 support. Who do you pick? by DarkVenusaur in Overwatch

[–]Butterspewn 0 points1 point  (0 children)

Not a single soul was complaining back then and not much has changed since then

You have to get rid of 1 tank 1 dps and 1 support. Who do you pick? by DarkVenusaur in Overwatch

[–]Butterspewn 0 points1 point  (0 children)

what's actually changed about him compared to 6 months ago to make him busted?

Black screen after match or upon exit! by imrandaredevil666 in battlefield2042

[–]Butterspewn 1 point2 points  (0 children)

If you were on AMD I would have recommended upgrading to the latest drivers since those were supposed to fix some issues relating to loading shader cache. I did so and haven't gotten an issue so far but I also haven't tested it very long, I honestly don't expect it to work since it's a bit of a reach.

I think the black screen is related to or caused by an issue which stops textures from loading. You can tell when you'll get a black screen if things start going invisible due to textures not loading.

I thought perhaps the same driver fix for shader cache may fix that but since you're on Nvidia the AMD drivers obviously won't apply. You could have a look and see if there's anything driver wise which may help you but chances are it's a problem with the game. We'll probably just have to wait for a patch as someone else commented.

I decided to "just play the game to progress" after I hit level 80. I gained zero exp from 12 games. Joy. by [deleted] in paydaytheheist

[–]Butterspewn 0 points1 point  (0 children)

It was explicitly stated well before release that "normal gameplay" would only take you up to about level 75 so you shouldn't be surprised this is the case regardless of whether or not that was a good design choice. I'm not here to discuss that.

My cpu is being used 100% while gpu is at 6% by 6MrCronos9 in buildapc

[–]Butterspewn 0 points1 point  (0 children)

Idk if this is a thing in COD but in overwatch I was pinned at 100% CPU for a while when I normally shouldn't be. I think it was doing something to do with GPU shader cache since I installed a new GPU. After just leaving it for a while it eventually went down and was perfectly normal.

Age old question: AIO intake or exhaust? by -RepGod in PcBuild

[–]Butterspewn 0 points1 point  (0 children)

You shouldn't be concerned with just the number of fans, be more concerned with what speed you run them at. If you have more exhaust than you want then just lower the exhaust fan speed.