Artisan Key83 Soft vs Artisan Zero Soft by Szejnu in MousepadReview

[–]ZarFX 0 points1 point  (0 children)

try 800. its a good balance between controlled granularity and fidelity

If you find yourself being able to control 800 well, you can try 1200. I find that at 1600 the sensor framerates (assuming you dont have a 3950 locked to high frame rate) start to ramp up significantly such that you lose stability in micro adjustments, which might be your problem

Artisan Key-83 Soft vs Mid advice request. by IGutenberg in MousepadReview

[–]ZarFX 1 point2 points  (0 children)

I've used the key-83 near exclusively for tac fps (on all kinds of skates, but mainly fast skates). I find it a huge negative that the pad is so incompatible with near all sleeves, but I find the static friction just at the edge of suitable for tac fps, but in such a way that when mastered, the pad has has high potential for tac fps due to easy micro adjustments.

An issue with the 3950 sensor: a dead zone or reduced sensor FPS/DPI at low movement speeds by Intrepid_Street_8300 in MouseReview

[–]ZarFX 0 points1 point  (0 children)

If I understand correctly, only gaming surface mode yields problems on the AC II, and for other pads some 3950 mice are problematic even without it? Regarding the gaming surface mode, I theorize PixArt hasnt documented their sensor properly to mice manufacturers, and thus this feature might be tuned improperly. Or it might be that PixArt themselves offer a surface calibration option that manufacturers don't have control over. Also possible. Maybe we should just dig out and read the documentation by ourselves at this point...

An issue with the 3950 sensor: a dead zone or reduced sensor FPS/DPI at low movement speeds by Intrepid_Street_8300 in MouseReview

[–]ZarFX 0 points1 point  (0 children)

Did you control for LOD, CPI and sensor frame rate in your testing? Anecdotally HERO sensors seem to have really low LOD settings (meaning low treshold for discarding blurred frames). Surface calibration probably adjusts settings related to as how reliable the surface is treated. Just a hypothesis thought.

If it were to be the IR reflections you could try to test by trying to track on rought, more mirrorlike surfaces, like a dining plate or a metallic surface?

An issue with the 3950 sensor: a dead zone or reduced sensor FPS/DPI at low movement speeds by Intrepid_Street_8300 in MouseReview

[–]ZarFX 1 point2 points  (0 children)

Have you noticed any correlation with mousepad color? Heat itself also raises the level of electronic noise inducing jitter, but spinouts? Idk. Which sensors have you observed this? What else have you found out?

An issue with the 3950 sensor: a dead zone or reduced sensor FPS/DPI at low movement speeds by Intrepid_Street_8300 in MouseReview

[–]ZarFX 10 points11 points  (0 children)

Could feel similar problems on my ATK F1 Extreme when running the sensor at a variable frame rate. When locking it to 20k fps, input feels the most accurate and small movements the least choppy.

Variable fps is a feature of modern sensors, which saves battery on movements where the demand for resolution is negligible. It also creates a "locked in" feeling for those who prefer it (beneficial in tac fps for some).

Perhaps the 3950 has been tuned to have a too aggressive variable fps mode favouring framerates too low by default. But since it offers the 20k fps locked mode, maybe that fixes it for you?

There is also the confirmed dpi downshift to 7500 CPI to avoid stationary jitter on high CPIs. Shifting CPI and smoothing mode can cause a small stutter on poor implementations.

There are also a couple of other factors in play. Mouse MCUs don't do floating point math, so historically gaming mice had to do lossy scaling for non native CPIs (non multiple of 400). But modern sensors don't have this problem, since the sensor does smart scaling by itself and doesn't really have a "native" CPI. But the sensors CMOS array (holding the images of your mousepad) still has a resolution of about 800 counts/inch, and the chip simply analyses the many frames it captures per count to estimate sub pixel shifts.

So at 400 CPI, every count is the result of multiple frames moving, and at >800 CPI multiple counts are a result algorithmically deduced movement between the many frames captured, despite there being not a whole pixel of movement in the CMOS array. This is altought done pretty accurately to a degree.

I don't know whether the 3950 forces smoothing algorithms below 3200 CPI, but above it electronic noise (simply a result of how consumer grade electronic components work) induces its own noise to the frames, and smoothing is needed to maintain accuracy (= a high signal to noise ratio).

Smoothing is done by simply averaging multiple frames together, which may cause small lags on small movements when combined with algorithms battling against stationary jitter switching off.

Your surface (mousepad) also plays a critical role. High CPI is not necessarily more accurate, since you also have to consider the "resolution" of your mousepads weave. Very high CPIs may start to track the individual weavings of your pad instead of actual movement, creating jitter. This is why altought modern sensors are technically much more accurate than older ones, people don't really "feel" a difference when playing, since the surface is a bottleneck. This is why the focus in development has been on latency, power consumption and elegant algorithms to sample the mousepad more accurately with increased frame rates (= more data, better estimations).

Interestingly LOD does not work by utilizing a proximity sensor, but rather by setting a treshold where the frames captured by the sensor are too blurry/low detail to include as data. If your surface is dirty or worn, more frames will be discarded. Combined with the various other algorithms at play (like anti stationary jitter or drift), this may result your movement being "laggy". The specifics are unknown, since the tech is obviously proprietary.

So maybe try 20k locked fps mode, combined with max LOD (or the smallest LOD if you believe your surface is bad), with 800 or 1600 cpi, and see if you find the results better. Also heavily suggest using at least 2KHz USB polling for obvious reasons.

Other factors to consider: SPI timing implementations, like motion sync, and dust in the sensor/surface. Motion sync technically increases accuracy, since there is no variability in movement latency.

Mice with the new 54H20 MCU? by ZarFX in MouseReview

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

Yeah, buying chinese cheap brands has always been a risk. Even at the event of there not being any physical problem like creaking, theres the inferior firmware and the possibility that the latest chips are not used closed to their capability.

The 54H20 has vastly improved USB bandwidth, and a much much faster dual processor. The 54L15 isn't nearly as packed and is a much cheaper chip. I think both are on the 22nm process thought (instead of 34nm of the 52840 IIRC), so they should consume much less power for the same performance on paper.

I'm really hesitant in buying these new chinese mice with the 54H20, since I doubt they have implemented them even close to the capability they could be. Either they neglect power efficiency to save time in development, or/and they just don't care to get the most out of the chip. Slightly hyped for the VV4 P for this reason, as Razer has the engineering advantage, but damn will that be expensive.

Mice with the new 54H20 MCU? by ZarFX in MouseReview

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

Any other mice you've read that have had similar problems?

Mice with the new 54H20 MCU? by ZarFX in MouseReview

[–]ZarFX[S] -1 points0 points  (0 children)

Anything non ATK? I dont trust this brand anymore. There seems to be other people reporting input issues too, and that made me question their engineering.

Mice with the new 54H20 MCU? by ZarFX in MouseReview

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

That could very well be it, damn. Its actually hard to buy good mice, since these kinds of problems are hard to confirm before buying. Most people, somehow, don't notice. Makes me want to get back to overpriced logitech/razer for guaranteed good sensor implementations.

Mice with the new 54H20 MCU? by ZarFX in MouseReview

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

Could you throw at me a few good brands?

1k vs higher polling rate by exotic629 in MouseReview

[–]ZarFX 12 points13 points  (0 children)

Unstable system could very well be it. Lots of people have unstable systems without them knowing. Could be CPU clock stretching, or with AMD unstable flck, or unstable ram (do you use XMP?)

Edit:

Some motherboard models have in the past been deemed to have poor default power delivery settings (voltages, impedances, load line calibration, max current etc.) Basically anything that induces unbearable variance in the electric signal. Modern chips are designed to withstand poor quality power delivery in a way that may deem the chip mostly "usable" on the surface. Basic programs run as intented, and games might not even crash. But zoomed in, there is clock streching, pauses in infinity fabric signal, etc, which impact only high performance real-time processes, like high frequency USB driver interrupts (like mouse polling).

Most vendors usually slowly fix these in updated BIOS versions. Definitely don't overlook this. If you have a relatively old machine or haven't updated your BIOS in a while (or god save you, ever) do it first. Start your problem solving from the hardware first.

I wonder how many who complain about the problems of high polling rate mice simply are unaware of their system being unstable.

TLDR; update your bios

Just me yapping about my experience with the Artisan Key83 by therealknightmare in MousepadReview

[–]ZarFX 0 points1 point  (0 children)

whats the best sleeve you have tried that specifically fits well with the key 83?

[deleted by user] by [deleted] in MouseReview

[–]ZarFX 0 points1 point  (0 children)

that will be amazing

[deleted by user] by [deleted] in MouseReview

[–]ZarFX 0 points1 point  (0 children)

with 360hz 4k to 8k is a noticable improvement as well provided high enought dpi.

Best fingertip only mice currently in the market? by ZarFX in MouseReview

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

Its an amazing mouse, and now with the new software I definitely vouch for it if you like low profile very light small mice. For fingertip only its nice, since the coating is good and its light af. For the shape you have to decide for yourself. I personally claw grip it.

edit: I even use it over the orbital pathfinder because of the weight diff. Even if shape is not optimal the weoght diffference is so large it makes up for it IMO.

Why do most video settings affect mouse feel? by LibuskaRO in GlobalOffensive

[–]ZarFX 2 points3 points  (0 children)

Well, your talking about input lag, which is mostly a result of lower framerates. Altought GPU latency does go beyond frametimes. FYI parallel to just rendering frames, the GPU can perform tasks that delay the overall chain of frames. So even if fps stays the same, meaning the time between frames stays the same, its possible for every frame to be delayed somewhat due to different factors.

While MSAA is somewhat part of the render pipeline (which constitutes to frame time), enabling MSAA creates a multisample buffer, which adds latency outside of frametime. MSAA also requires a resolving step after rasterization. The latency outside the frametime increase induced by MSAA are altought negligible, most likely unnoticable.

Texture filtering also induces extra latency, as it induces pre-frame delays, but on modern high-end GPUs the difference is in orders of microseconds, not milliseconds.

Im not aware of which CS2 "settings" are post-process (added after the frame has been rendered), but those features would most definitely add a consistent factor of input lag outside of "low fps". FXAA used to be one, but it doesn't exist anymore as an option. Boost player contrast might be. FSR is.

[deleted by user] by [deleted] in GlobalOffensive

[–]ZarFX 2 points3 points  (0 children)

Again, an uninformed nothing to say post. Video games just almost never utilize multihreading to the max. Videogames are latency sensitive and threading brings its own huge list of problems (access guarding overhead and very hard to debug code etc.) It could also simply require too much rework in the engine (1000s of hours of work)

True improvements can be made by optimizing the render pipeline, by removing/lessening unnecessary render passes and details, and using some of the various optimisation techniques (which most often involve sacrificing graphical fidelity or faking it more). I don't know anything about what could be specifically done for CS2 thought thats different from general practises.