This is a little trick that makes the mouse feel lower latency even though the actual video lags behind the cursor.Ĭlient-side cursor rendering is great for desktop usage because it fools your brain into thinking the stream is lower latency than it really is, but it falls down in gaming applications where the cursor is often drawn by the game engine itself and can't be drawn on the client. Other software like Chrome Remote Desktop and Microsoft Remote Desktop use client-side cursor rendering where the cursor is drawn on the client-side. That means the latency on your mouse cursor is exactly the same as the latency of the video stream itself. NVIDIA GameStream uses server-side cursor rendering which encodes the cursor directly into the video stream. Shouldn’t it be possible fix a simple mouse issue? Or is it more complicated than I think? One thing to note, just because you notice mouse lag when you're NOT in a game doesn't mean it will lag in the game as well! I've noticed some mouse lag and when launching and entering the game (after the map loads etc.) the lag is completely gone. I always launch mstsc.exe and just launch my games from within the desktop. When launching this feature via Moonlight it streams your entire desktop. The file "mstsc.exe" is located in "C:\Windows\system32\mstsc.exe". If you're wondering how to get to the mouse settings after connecting to the host via Moonlight, just add "mstsc.exe" to your GFE available items to stream. Same goes with keyboards, if you have keyboard issues chances are Moonlight just doesn't like what you have plugged in on the host side. Lastly, I've noticed improvements when keeping a basic mouse plugged in on the host instead of leaving my gaming mouse plugged in. I've also noticed improvements when I set the point speed to the same exact setting for the host and client. I've noticed huge improvements when disabling that feature. For some reason this option is automatically re-enabled each time you connect so you have to disable it each time. Use a basic mouse or any mouse without the DPI built-in.ĭisable "enhance pointer precision", on host AND client, under Control Panel > Mouse > Point Options. For some reason it causes extreme mouse lag. Make sure you're not using a gaming mouse with built-in DPI adjustment. For me keeping the character parent aligned with the world was fine.I've had this issue as well and have tried so many things to fix it. I haven't tested this theory, but I think what was happening was the rigid body was lilting the character ever so slightly and this script was overriding the up vector so they started to not play nicely with each other. Var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, Vector3.up) Var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, ) So if anyone else stumbles across this problem in the future just change this line: He was literally turning into a helicopter and flying around the scene (was hilarious to watch). (Maybe because of the RigidBody on it? Not sure). I am using a parent GameObject for my character and I was having issues with the character spinning around violently around the scene. Great job, but I did have to make one slight edit. Sorry for bringing back the dead, but can I say that this is the best Smooth Mouse Look script I have found? It feels amazing! All of the other ones available online that I've seen have a nasty, sloppy smoothing effect after you've stopped moving your mouse. If you've got a second to point me in the right direction it'd be much appreciated! Thanks in advance. I am very new to programming so I'm really just hacking and chopping my way through with lots of copying and pasting of other people's excellent work (like yours!) but what I was thinking was that maybe I should put in some kind of check for if the player has turned upside down and then invert the x axis rotation or something? Grasping at straws a bit there. When you revert to flying upright the controls return to normal. This works when I set both clamping values to 360, however when the player is flying upside down the left and right mouse looks are inverted so left looks right, etc. The thing I am trying to add to it is to allow the player to do 'loop the loops' in the air and make 360 degree turns in all axes. This may be a little wacky but I've added this script to a 3rd person game in which the camera follows the player who is flying around in 3d space. Just wanted to say, what a great script! Really added a lot to a project I'm working on so just wanted to say a big THANK YOU!
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