Goliathus Control or Speed?

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Goliathus Control or Speed?

Post Posted: Wed Jan 04, 2012 10:03 pm

So,i just bought this new Razer Deathadder 3.5G but i'm having trouble with his manouver.
I'm using Speed Edition with it,and seems weird to me.

I heard that Goliathus Control are for less mouse movements,which is exactly what i want!
So,should i buy Control Edition,or stay with Speed till i learn to use it?

Also,any other gaming mats are welcome,i'm kinda interested in a QcK+,just don't know if it is better than Goliathus Control...

Help me?

Reaver
Newbie
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Re: Goliathus Control or Speed?

Post Posted: Thu Jan 05, 2012 6:23 am

What kind of settings are you using in Razer Driver panel and in windows? Perhaps it's not your hardware but your software settings.

Nexu
Admin
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Re: Goliathus Control or Speed?

Post Posted: Thu Jan 05, 2012 12:59 pm

I'm using:

1800 DPI
1000 Hz
Sensitivity: 10
Axe X: 10
Axe Y: 10

Windows Pointer:8/11
Acceleration: Off

I also heard that anything above 6/11 is innacurate,is it true?

Reaver
Newbie
Newbie
 

Re: Goliathus Control or Speed?

Post Posted: Fri Jan 06, 2012 2:05 pm

Goliathus Control should be your choice for a game like Urban Terror...
It is for small movements over the pad,which is this the way that everyones probably plays.

paparoach
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Re: Goliathus Control or Speed?

Post Posted: Fri Jan 06, 2012 4:16 pm

not everyone
_________________
The S in xandaxs is the S of aweSome

xandaxs
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Re: Goliathus Control or Speed?

Post Posted: Sat Jan 07, 2012 2:54 pm

- Reaver
I'm using:

1800 DPI
1000 Hz
Sensitivity: 10
Axe X: 10
Axe Y: 10

Windows Pointer:8/11
Acceleration: Off

I also heard that anything above 6/11 is innacurate,is it true?

Actually everything BUT 6:11 for Windows pointer is inaccurate, causes skipping. Like this:

Read more on www.overclock.net/t/17...tion-guide

Mouse input methods for UrbanTerror on Windows

WM_MOUSEMOVE
This is used by the option \in_mouse -1. WM_MOUSEMOVE is limited by the screen resolution. This means that if you move the mouse slightly — but not enough to cause the pointer to move to the next pixel — then no WM_MOUSEMOVE message is generated. So, using this method to read mouse movement negates the benefits of high-definition input.
WM_MOUSEMOVE also applies the Windows pointer acceleration (also known as ballistics) to the raw mouse data (see below on removing mouse acceleration).

DirectInput
This is used by the option \in_mouse 1. DirectInput creates a second thread to read WM_INPUT data, and using the DirectInput APIs will add more overhead (thus increase latency) than simply reading WM_INPUT directly. DirectInput is mainly useful for reading data from DirectInput joysticks.
DirectInput also enables you to directly bind MOUSE4 and MOUSE5 buttons in-game.

WM_INPUT (aka Raw Input)
This option is only available on builds based on 'recent' ioQuake3 sources, such as Optimized ioUrT build and dmaHD, with Raw Input (like Quake Live).
This is used by the option \in_mouse 1 with conjunction of \in_rawmouse 1. WM_INPUT messages are read directly from the Human Interface Device (HID) stack and reflect high-definition results and provides lowest possible input latency.
Using WM_INPUT also allow you to directly bind MOUSE4 and MOUSE5 buttons in-game.


Remove mouse acceleration on Windows XP and Vista
To remove mouse acceleration completely on XP, you can use the good old CPL mouse-fix, or try Cheese mouse-fix. Both can be downloaded here.


Remove mouse acceleration on Windows 7
To remove mouse acceleration completely on Windows 7, you can use MarkC's Mouse acceleration fix.


No Drift-Control aka prediction
You should try the NDC firmware provided by Razer (make sure you uses the correct firmware for the DeathAdder version you have) and uses highest possible DPI settings. NDC seems a good choice for gaming, especially if you are low (in game) sensitivity player.
If you are high sensitivity player, you could also opt for lowering DPI setting.


Test for mouse hardware positive/negative acceleration:
This test is not necessary, but you could do it if you are curious.
Enable DirectInput:
\in_mouse 1
(restart client or do \in_Restart)
The test:
1) Start UrbanTerror WITH DirectInput Enabled.
2) Set a low sensitivity (lower than your normal sensitivity).
3) Aim your crosshair at a specific point like a corner or something that's easily recognizable.
4) Slowly move your mouse all the way across your mouse pad to the edge.
5) Move the mouse *fast* (as fast as you can) back to the starting point.

Now one of three situations have occurred:
1) The crosshair has overshot the point you picked out. This is positive acceleration
2) The crosshair has undershot the point you picked out. This is negative acceleration.
3) The crosshair lands spot on (with human error in mind). No acceleration is present.

As easy as this, and repeat the test 3-5 times to make sure it's a positive result.


For more information about Razer products, go to http://razerblueprints.net.


Mouse input related CVARs for UrbanTerror
Code:
set  cl_freelook            "1"             // mouse look [bool|def=1]
set  cl_mouseAccel          "0"             // mouse acceleration [bool|def=0]
set  cl_mouseAccelStyle     "0"             // mouse accel style
set  cl_mouseAccelOffset    "5"             // mouse accel offset
set  in_mouse               "1"             // mouse input api: [1=direct input(no neg.accel),-1=desktop cursor|def=1]
set  in_rawmouse            "1"             // HD mouse latency: [1=low,0=normal]
set  cl_platformSensitivity "1.0"           // Indicates the mouse input scaling [float|def=1]
set  m_filter               "0"                     // smooth mouse [bool]
set  sensitivity                                    // mouse sensitivity
seta m_pitch                "0.022"                 // mouse sensitivity vertical ratio
seta m_yaw                  "0.022"                 // mouse sensitivity horizontal ratio
///                         <negative m_pitch value> = invert mouse
These are only available for the Optimized ioUrT builds:
Code:
set  zoomSensitivity                   "1.95"
set  cl_zoomSensitivityFOVthreshold    "90"

PS:
I uses DeathAdder 1800 (1.39NDC firmware) on Goliathus Control
1800 DPI, 500Hz, Driver sens: 10(10/10), Windows sens: 6/11, No accel (Cheese mousefix applied for 75Hz display)
In game sens: 0.625/110FOV & 0.585/90FOV (Raw Input)

Last edited by Nexu on Sun Jan 15, 2012 5:35 am; edited 4 times in total

Nexu
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Re: Goliathus Control or Speed?

Post Posted: Sat Jan 07, 2012 2:59 pm

nice stuff nexu, keep up the flow of accurate and supported information Smile
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SevenofNine
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Re: Goliathus Control or Speed?

Post Posted: Sun Jan 08, 2012 12:32 am

Wow...thanks,i will try those,and if i get better results,i reply.
Thanks by the way.

Reaver
Newbie
Newbie
 

Re: Goliathus Control or Speed?

Post Posted: Sun Jan 08, 2012 1:36 pm

Updated my previous post.

Nexu
Admin
Admin
 

Re: Goliathus Control or Speed?

Post Posted: Mon Jan 09, 2012 9:05 pm

Nexu,thanks to you,i changed my Razer settings and it is all fine right now.

Using 3500 DPI
6/11 and
/in_mouse 1

I appreciate your help.

PS: I'm still going to buy Control Edition,just to see which one is better,since i have the right config now.

Reaver
Newbie
Newbie
 
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