Smooth Frog: An Updated Version of Frog Pursuit

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Aperture Grille

Aperture Grille

Күн бұрын

Download Smooth Frog 0.90b:
www.aperturegrille.com/software/
0:00 Frog Pursuit Introduction
1:20 Smooth Frog
2:06 Video Setup
3:43 How to Use Smooth Frog
7:52 Pursuit Speeds are Approximate
11:31 Pursuit Camera Sequence Track
14:27 Custom User Patterns
16:09 Conclusion

Пікірлер: 86
@akkkarinn
@akkkarinn 2 жыл бұрын
wake up babe, new a5hun just dropped
@GFClocked
@GFClocked 2 жыл бұрын
I thought I was a monitor nerd, saying this illusion was shattered is putting it light. This guy is on such another level, my head is spinning.
@Foxpax
@Foxpax 2 жыл бұрын
I do not know a more under rated channel. Your content is so in depth and amazing man. I wish you could review more.
@ApertureGrille
@ApertureGrille 2 жыл бұрын
Thank you!
@TechTesters
@TechTesters 2 жыл бұрын
This is awesome! Great video, and such a nice voice to listen to as well! Going to play around with this tool in the next few days with some new monitors. I have a feeling that with a slightly more accurate persuit camera alignment feature this game engine approach will really change the way people/we look at monitor comparisons, much like your earlier video on g2g measurements!
@ApertureGrille
@ApertureGrille 2 жыл бұрын
Thank you! I'm not totally happy with the sync track, but I also don't want to directly copy a Blur Busters invention, so I think it'll be OK-ish for now. Always happy to hear from other reviewers! If you have any specific things you'd want to be added or changed, let me know. I want to make the tool as usable as I can make it.
@BlurBusters
@BlurBusters 2 жыл бұрын
The lines version is more camera-type universal & more accurate /for experienced users/, because it gives much more camera debugging information: blurbusters.com/wp-content/uploads/2019/05/PursuitCamera_TrackingAccuracyGuidelines.png The Ashun version is easier for many smartphones and end-user pursuiting, but advanced reviewers familiar with line artifacts will prefer the lines because of better visual pursuit debugging capabilities, and easier motion blur error margin measurement: blurbusters.com/wp-content/uploads/2013/05/PursuitCamera_AdvancedInterpretation.png Also, I should remind everyone that everyone is allowed to freely use the Blur Busters version of the 'lines' pursuit pattern, perhaps as a series of multiple selectable sync tracks. If Ashun wants, I'll eventually add support for the Ashun method as a pulldown list of multiple kinds of sync tracks, if people would like that. That said, it is not as visual-debugging-accurate as the lines version. P.S. Yes, I'm aware of the speed inflexibility of TestUFO -- forums.blurbusters.com/viewtopic.php?f=19&t=9075&p=71784 (This wasn't a problem in year 2012, so sorely needs to be upgraded for sure. Reviewers has also asked me to upgrade this, and a change is now in the pipeline.) My fear is that a lot of inaccurate pursuits (with good Ashun squares) may be redistributed throughout the Internet, to demonstrate how terrible a display is -- because of some quirky behavior like stacked-refresh-cycle temporal dithering. So information about the pluses / limitations of various sync tracks should be publicly disclosed, since reviewers could post less-accurate pursuit photography because of sync track limitations. Also multiple sync tracks on the same screen are recommended because camera can rotate and tilt during pursuit (smartphone hand wave pursuiting without a rail) -- which is why I like putting separate sync tracks at top and bottom, because of hand-wave pursuits can create inaccuracies near top, but not bottom, or vice versa (due to things like accidental camera rotation and tilting which create more accurate pursuit speeds for only one edge of the photograph. Also since camera shutter is not sync'd with refresh cycles, it's fairly important to fight against this error margin via: (A) stack MORE refresh cycles (e.g. 4 instead of 2), for improved WYSWIWYG where pursuit accuracy is feasible (small motion blur error margin over 4 exposures). Many LCDs look the same at just 2 exposures, especially 60Hz LCDs, but as refresh rates go higher, stacking at least 4 is recommended (sometimes even more) (B) try to make camera exposure an even-numbered integer multiple of refresh cycles. That way it will catch equal parts of trailing edge of first refresh cycle and leading edge of final refresh cycle, including whatever temporals it does (scanout, dither, etc). Most dithering algorithms and inversion algorithms use an even-number multiple. But once you stack about 3-4, it starts to no longer be an error margin (for LCD). For DLP you may need more refresh cycle stackings depending on how much the DLP spreads temporal dither over multiple refresh cycles. One could just use a fixed human integration exposure (e.g. 1/30sec) regardless of Hz, and use a higher number of tickmarks for higher Hz and lower number of tickmarks for lower Hz. I did standardize on 4 because of all the compromises fighting against each other.| This is why I say the lines version is more display-tech-universal including technologies that spread temporal dithering over many refresh cycles (such as ultra high Hz DLP). For example, the 240 Hz Optoma looks more accurate with a 4 refresh cycle stacking pursuit camera photograph than a 2 refresh cycle stacking pursuit camera photograph, and DLPs pretty much need an integer number of refresh cycles exposed (e.g. 1/60sec camera exposure for 240Hz), because of the temporal color behaviors and you want to capture the same number of red/green/blue flashes into a camera exposure ideally, as well as whatever temporal color depth is being spread over multliple repeat-instances of the color flash, as high speed color wheels only does a few bits per color revolution, and fewer color bits per Hz at higher singe-chip DLP refresh rates. Even at 480Hz, the Christie 3-chip starts to show some temporal issues with pursuits that only does 2 refresh cycles. Pursuit camera becomes the most WYSIWYG when it's matching an average slice of average human integration time (e.g. 1/30sec). Although I did choose an arbitrary number of 4 refresh cycles, you can notice that in the above images, the Blur Busters sync track works very accurately from 2-refresh exposure thru about ~6-7-refresh exposure. LCD is relatively tolerant with fractional refresh cycle exposures, as long as at least 2 refresh cycles are exposed, since the LCD temporals are extremely minor (flicker from LCD inversion algorithm is a shallow 1%-league flicker), while certain DLP chips is much more intolerant. Almost a decade ago when Blur Busters was just a hobby of mine, I thought deeply about multiple methods of pursuiting and I actually came across Ashun's method (flickering squares) in one of my prototype sync tracks. Not exactly as this type. There were huge pros but I had (at the time) felt the cons outweighed the pros, in terms of camera-debugging capability and display-universalness. Long term, I think there should be multiple selectable sync tracks in both TestUFO, Frog Pursuit, and all other implementations -- with pros/cons clearly illustrated. Perhaps a team-up article about it, who knows? There's a lot of knowledge gained over the years about manual pursuit cameras for display motion blur capture -- that may warrant a new paper. Maybe Ashun want to team up and join as a co-author?
@PCMonitors
@PCMonitors 2 жыл бұрын
Lovely work on Frog Pursuit, a5hun. I like the simplicity of Test UFO - and I stick to it for consistency amongst my own reviews. But I find Frog Pursuit a very useful tool to subjectively assess pixel response behaviour. Much easier to control and simpler than in-game scenarios. The ability to see the changes in pixel response behaviour and in particular overshoot as frame rate is changed in a VRR environment (with a simple slider) is really useful!
@ApertureGrille
@ApertureGrille 2 жыл бұрын
Thank you! Hopefully this gets closer to "actual" software than the earlier Frog Pursuits. When I load up FP 0.5 now, I can't believe I released it in that state. If Smooth Frog is missing anything that would be useful, or if you've got other suggestions, I'd love to hear them. I tried to get the basic functionality into a state that is easy enough to use, but I think I needed to make this video as a tutorial. The panning speed changing with framerate is pretty confusing! Random thoughts: -The PCST is a bit crap, if I'm honest, but it should at least allow somewhat accurate pursuit shots. :) -Due to UE4's tone-mapper, if you put in a custom pattern, you'll probably have to change the color values around if you're trying to hit certain RGB values. -I can probably emulate NVIDIA's Pendulum demo in the 3D Rotator scene by automating the camera movement. That might be more beneficial for testing overdrive/LFC stutter than using the pixels/second mode in FP.
@PCMonitors
@PCMonitors 2 жыл бұрын
@@ApertureGrille Yeah, the 3D rotator has great potential I think. A bit simple with current behaviour, but something that can be build on perhaps. I also wondered if it could be set to automatically cycle between different frame rates, like the Pendulum demo. 🙂
@ApertureGrille
@ApertureGrille 2 жыл бұрын
@@PCMonitors That's my next priority. It might end up actually being easier than the Frog Pursuit stuff, but I hate to say that about programming because it almost always ends up being much harder than I think. :)
@ApertureGrille
@ApertureGrille 2 жыл бұрын
@@PCMonitors Saw your comments on the PC Monitors forum, so I put up a slightly new version of Smooth Frog (0.92b) that has a framerate sweep feature in 3D Rotator: www.aperturegrille.com/software/#Software-4 Hitting H will swap to the new auto-rotation mode. You can then change the lower and upper FPS limits, framerate sweep period, and add in a shower of particles. This is an OK start, and it works pretty well for seeing LFC stutters, but I want to add more background rings with different colors to better illustrate rising overshoot at lower framerates. Still a work in progress. Anything else you'd find helpful, please let me know!
@PCMonitors
@PCMonitors 2 жыл бұрын
@@ApertureGrille That's an awesome update. Really good timing as well. I'm currently reviewing a high refresh VA model and as you'll know they're notoriously iffy with VRR (flickering, overshoot issues etc.) Subjectively I found this one surprisingly good in that respect and the 3D Rotator with framerate sweep is fantastic for confirming this. Love the amount of control you have with the frame rate range and how long the sweep will take as well. It appears the minimum difference between min and max frame rate is 10fps, is this correct?
@iamfrog6747
@iamfrog6747 2 жыл бұрын
Please tell me you're cooking up an hour long review of the XG2431
@khaens1116
@khaens1116 2 жыл бұрын
I've been loving the original frog pursuit, this will be a good upgrade
@CubanLegend561
@CubanLegend561 2 жыл бұрын
Thank you for this, ive been waiting for this!
@ApertureGrille
@ApertureGrille 2 жыл бұрын
Hah! I knew you were waiting! :) Had a very busy few weeks, and I wanted to put this video out as kind of an extended user manual for Frog Pursuit, but it took much longer than I thought.
@starflame
@starflame 2 жыл бұрын
The UFO guys have gotten real quiet after this was posted.. Joking aside, this is amazing. Such tools are what brings the consumer side forward and it's easier than ever to check if our monitors are working properly, or do testing of various settings. The panel company who makes monitors that decides to hire you will advance their own panels and products tenfold over any other monitor manufacturer.
@technosurfer92
@technosurfer92 2 жыл бұрын
I humbly ask that you make a Patreon/Memberful account so us monitor nerds can finally give you money to buy that RTX 2060 and more monitors!
@gabrielst527
@gabrielst527 2 жыл бұрын
Hope you keep making videos, they were really complete and professional
@josipreponj1928
@josipreponj1928 2 жыл бұрын
Smooth Frog
@jawwk
@jawwk 2 жыл бұрын
Amazing work!
@darkl3ad3r
@darkl3ad3r 2 жыл бұрын
Commenting early about something you said re: VRR at lower fps. High quality Gsync panels will single cycle refresh all the way down to the mid 30s, while Freesync/Gsync compatible displays often fail to maintain single cycle refreshing even at 60hz. The Freesync monitors will be effectively "cheating" here and double refreshing at this point to 120hz, where the real Gsync monitor is effectively running exactly as a 60hz monitor would. This results in a clearer and smoother experience similar in manner with how a backlight strobing at double the actual refresh rate wouldn't yield as clear an image as a single strobed monitor would.
@ApertureGrille
@ApertureGrille 2 жыл бұрын
It is a bit of a cheat, but one interesting aspect of pushing the LFC value higher and higher is that is allows monitors that don't have variable overdrive to perform much better than if they were to single cycle refresh. For instance, and this is something I didn't include in the review, ASUS's VG279QM can be made to perform extremely well across a broad range of refresh rates by using something like Custom Resolution Utility to set its VRR range to 130-280 Hz. As soon as the framerate drops below 130 FPS, the panel will be receiving a 260 Hz display signal, so the overdrive that normally would have been too severe at low refresh rates will be tamed at a much faster interval. Manufacturers SHOULD be implementing variable overdrive, but higher max refresh rates and a little CRU tuning can partially "fix" their inattention to detail.
@BlurBusters
@BlurBusters 2 жыл бұрын
@@ApertureGrille Another excellent benefit of higher min Hz in VRR range (edited range in ToastyX CRU) include: 1 -- Screen blacks out less often (bugs from some driver/panel interactions where they accidentally don't activate LFC on time and a panel accidentally goes below min Hz without LFC occuring) -- happens more often with uncertified adaptive sync panels that might blank out too tight near the bottom of VRR range; not permitting a jitter error margin in driver-based LFC 2 -- Less VRR flicker, because of smaller delta between min/max Hz -- due to: 2a) panel fade effects (of an unrefreshed panel idle for 1/30sec - 1/48sec); 2b) speeds up LCD inversion algorithm flicker; 2c) LCD FRC dither flicker (e.g. VRR panels that use 6bit FRC); The penalty of LFC becomes smaller at higher max Hz, e.g. 280 Hz. LFC stutters would be a halftime of only 0.5/280sec, which is unnoticeable in the motion blur of low frame rates.
@OCPyrit
@OCPyrit 2 жыл бұрын
Very good.
@Nyxeme
@Nyxeme 6 ай бұрын
This is beautiful. Thank you for this, sincerely!
@repker
@repker 2 жыл бұрын
Maybe you could ask the Blur Busters dude if its cool to use the PCST implementation they use. IMO the decision to not include it is a bit overly cautious. Thanks for all the effort though, it's great to have another tool. Maybe it's already in the pipeline, but if you could add the ability to oscillate between two refreshes that'd be cool. Not exactly needed for pursuit photos, but useful to test how smooth a VRR implementation may be. I think this is a big aspect that reviews don't really touch on. For instance, the Odyssey G7 has weird microstutter behavior with variable refresh engaged at various refresh thresholds, but basically no reviews mention this. They just focus on the quality of a single snapshot. So if you could add in programmable transitions between refreshes I think that'd shift the world to an ever so slightly better place.
@BlurBusters
@BlurBusters 2 жыл бұрын
(For some reason, an earlier reply disappeared -- maybe a KZbin automated spam-block on the specific scientific paper link I tried to post) Yes, Ashun has permission. The Blur Busters "pursuit camera sync track" is public domain because of the peer reviewed conference paper (which is on many places of the web, BlurBusters, ResearchGate, Academia, etc). That said, all the co-authors of the research paper appreciate credit for any manual pursuit camera method with any temporal test pattern that embeds accuracy information. Perhaps add an About screen to the next version of Frog Pursuit with this link? (It's good academic etiquette to give credit)
@ktg_2castle960
@ktg_2castle960 2 жыл бұрын
You’re channel is my absolute favorite. Any word on the xl2546k performance through your analytical eye? I might even be happy to send my monitor to you if you were ever curious to test it. I am also chasing low motion blur so thank you for this channel 🙏
@ApertureGrille
@ApertureGrille 2 жыл бұрын
Still working on trying to get review samples. Need to grow the channel a bit more. :) Unfortunately, shipping monitors tends to be super expensive, so while I appreciate the offer, the cost and inconvenience is probably too high. The XL2546K is definitely on my radar, though, along with ViewSonic's new XG2431, if it ever comes out. Looks like it may be delayed again.
@thomasb1521
@thomasb1521 2 жыл бұрын
I really think you should check out Linus tech tips newest video. In my opinion, you are the best monitor reviewer out there and I think at the very least they could do with some advice. You're data and knowledge must have been very valuable for hardware unboxed when they updated their monitor testing methodology and I think it needs to be brought to LTT's attention as well, to help everyone get the best monitors.
@Johny_Silverhands
@Johny_Silverhands 2 жыл бұрын
this is very cool. it would be great if there were subtitles in different languages! many are interested in this topic, as often as I am from Russia
@ApertureGrille
@ApertureGrille 2 жыл бұрын
I hope I'm speaking clearly enough that KZbin's auto-translate works. Could be jibberish, not sure. :)
@b1bu
@b1bu 4 ай бұрын
I wanted to test my monitor and ended up spending maybe an hour playing with the fps mode, lol. It's so fun
@ApertureGrille
@ApertureGrille 4 ай бұрын
Hah! Awesome! Surprisingly few people know that it's in there. I built it out into a more proper game called Jump Dash Soar. Here's a Steam key: 6KD3Y-ABZA6-XAYAA
@kmah324
@kmah324 2 жыл бұрын
This guy probably has the hottest voice on KZbin...
@mocsing6
@mocsing6 Жыл бұрын
Hi, very informative video, by the way, what monitor is used in this video? It looks like the vg27aq from ASUS, but the response time seem a lot better, thanks.
@ApertureGrille
@ApertureGrille Жыл бұрын
Thank you! You're right, it's the VG27AQ, which I'm still using daily. The pursuit video in this may be a bit deceptive because it's not directly compared to a better monitor. It's pretty easy to spot the difference next to something like the Lenovo Y27q-20.
@AlexanderBukh
@AlexanderBukh Жыл бұрын
dude, awesome work, just found through LTT, any plans to continue the work? reviews and all
@ApertureGrille
@ApertureGrille Жыл бұрын
Thanks! I'd love to do more reviews, but it might be a while before I can do another. Everything is expensive now! :)
@scaryonline
@scaryonline 2 жыл бұрын
Are you still going to upload Video? Your channel is really underrated and when I saw one of your Video I thought you had over 1 million but I was so disappointed.
@ApertureGrille
@ApertureGrille 2 жыл бұрын
Hah, I'm still here! I can't afford to purchase monitors right now, so I don't think I can do a monitor review for a while, but I may have some software to show off pretty soon. Beta testing now!
@scaryonline
@scaryonline 2 жыл бұрын
@@ApertureGrille keep up the great work !
@Nicolas-qc3jf
@Nicolas-qc3jf 2 жыл бұрын
This is awesome but can I ask something? Can I force BFI in games through software on windows 10? And would it make a difference compared to monitors that offer a built-in BFI implementation?
@josipreponj1928
@josipreponj1928 2 жыл бұрын
Yes you can. I just used such software and it almost broke my monitor I thought. Something got wrong and it got stuck with aggressive flicker for whole hour.
@Erksah68
@Erksah68 2 жыл бұрын
not worth imho,
@musicxxa6678
@musicxxa6678 2 жыл бұрын
Can you compare the gsync vs gsync compatible ? I don't know if it's placebo or not but gsync actually feels smoother i wonder why. To make it even you have to make sure gsync compatible monitor doesn't have overshoot and lfc flicker issue. Almost every gsync compatible or freesync monitor have ridiculous overshoot lmao. These shameless manufacturers marketing the monitors as gsync freesync but you have to turn off gsync most of the time to avoid bigger deal breaker overshoot.
@dafarii
@dafarii 2 жыл бұрын
From what you've seen, are there any modern monitors which come close to CRT? I'm really in need of an upgrade.
@TronIILorule
@TronIILorule 2 жыл бұрын
Do you have any plans for an LG C1 OLED vs Dell P1130 CRT comparison?
@ApertureGrille
@ApertureGrille 2 жыл бұрын
That'd be a good one, but unfortunately, no =( OLED is a bit (a lot!) out of my price range. OLEDs have great potential, but one of their main problems with regard to CRT-like motion clarity is that they can't get very bright. CRT clarity requires very short pulse durations, typically less than 1 ms, but OLED can't do that without taking a drastic hit to brightness. RTINGS has a graph of the C1's strobing: i.rtings.com/assets/products/9mHDvyw1/lg-c1-oled/backlight-bfi-large.jpg The duty cycles are very high, roughly half on, half off. Too long to really get close to CRT.
@brada1426
@brada1426 2 жыл бұрын
Hi, can ask you what is the current monitor that you use, and if is better than XG270, in terms of motion blur(strobbing)? Or if it is a big difference? My guess is that this monitor is 1440 and have pretty good strobbing to be a compromise over 1080p, but nonetheless an answer will be very valuable for me of why you choose to use this monitor instead of XG270, as I look currently to purchase a monitor. Thanks 🙏
@ApertureGrille
@ApertureGrille 2 жыл бұрын
Right now I'm still switching between the ASUS VG27AQ, Lenovo Y27q-20, and my CRT. I sold off everything else, so I don't have any displays that are great for strobing. One display I am excited about is ViewSonic's XG2431, but it seems to be delayed indefinitely. Otherwise, most new monitors coming out are too expensive for me and/or have a slow decaying KSF phosphor in the backlight.
@faiyazhassan9240
@faiyazhassan9240 2 жыл бұрын
I just saw your asus vg27 review, and you talked about it not meeting the crt standard. I was wondering what that standard was?
@ApertureGrille
@ApertureGrille 2 жыл бұрын
Nothing has yet been able to do better than a CRT, but the XG270 came close: www.aperturegrille.com/reviews/ViewSonicXG270/#Pursuit-Frog-PureXP You can click the buttons below the image to switch between the pursuit shots. The XG270 does look pretty good in the center of the screen, but it isn't able to maintain that clarity at the top and bottom. ViewSonic should be releasing another Blur Busters certified monitor, the XG2431, but it seems like it's been delayed. That should strobe even better than the XG270.
@faiyazhassan9240
@faiyazhassan9240 2 жыл бұрын
@@ApertureGrille Thanks for the quick reply. I read the article, and it's amazing how well the CRT looks. The problem I've always had with them is the phosphor takes a while to dim, leaving trails when you move your mouse on a black background. I'll keep my eye out for the XG270!
@Erksah68
@Erksah68 2 жыл бұрын
if a target moves at 240 vs 360 vs 390 Hz and close fps, can you even normalize tests realistically for a given timeframe? You'd have to move them crazy fast to normaloze the pixels per second right?
@ApertureGrille
@ApertureGrille 2 жыл бұрын
Not exactly at 960 pixels per second, but you can get pretty close with ~1440 or ~1920 pixels per second. There will be some speed difference, but I don't think it'll make a huge difference in the resulting pursuit shots.
@rcelyte
@rcelyte 2 жыл бұрын
I presume DLSS wouldn't work very well with user images, given it needs to be trained on screenshots from whatever application it's used in. Also, any plans on adding Intel's XeSS once that becomes available?
@ApertureGrille
@ApertureGrille 2 жыл бұрын
FSR was super easy to add in to UE4, so as long as Intel works with Epic, I should be able to add XeSS in, and that may even run on my 1070 Ti. :)
@guyfawkes8873
@guyfawkes8873 2 жыл бұрын
I don’t believe the current iteration of DLSS needs individual training? Could be wrong though.
@ApertureGrille
@ApertureGrille 2 жыл бұрын
@@guyfawkes8873 Yeah, DLSS should be trained on general image sets. That's why I'd love to see how it would perform on test patterns. FSR doesn't do great at especially low rendering resolutions... there's just not enough pixel information available. UE4's TAAU does OK, but it's very expensive (doesn't work in Frog Pursuit, unfortunately), and it also kind of falls apart at low resolutions.
@shootinbruin3614
@shootinbruin3614 2 жыл бұрын
Hello, I read in a comment from one of your previous videos that you’re interested in testing high DPI / low sensitivity vs. vice-versa. I just wanted to say that if you decide to make a video about it that I’m really looking forward to seeing it! From what I've seen so far, using as high a DPI setting as the mouse sensor can reliably support while lowering in-game sensitivity settings has two benefits: 1 - Reduced input lag brought about by using higher DPI. This has been tested by both Optimum Tech kzbin.info/www/bejne/n568c4egZ7eLfNU and Battle(non)sense kzbin.info/www/bejne/bHLSg5msbrxkZ5I using Nvidia's LDAT. 2 - Increased granularity / precision in aiming granted by lower in-game sensitivity. This is the one that's a lot more interesting to me, even though it's probably less impactful in actual gameplay. I haven't found a comprehensive explanation, but piecing together what I've seen from 3kliksphillip's video kzbin.info/www/bejne/bomxhqNtZdJ3orM and these great demonstrations in CS:GO kzbin.info/www/bejne/hIbMeJ56d8RnbtU kzbin.info/www/bejne/qqSrh5KQfZiHb8U, this is what I've come up with: In 3D games that use rectilinear projection (such as first person shooters) the in-game sensitivity determines rotational viewport movement by applying a certain amount of change in angle per count registered by the mouse - i.e., x degrees rotation per count (or "dot") of the mouse's sensor. Since there are discrete steps in this rotation, we can determine that there are certain areas in the 3D space that we cannot directly aim at, and that this problem becomes exacerbated as the distance increases. Low sensitivity therefore helps us by reducing the angle change per count, making more of the 3D space accessible to our aim. In turn, and in addition to the latency benefit, raising the DPI allows us to lower the sensitivity while maintaining the same relationship between physical mouse movement and the corresponding change in game. In an ideal world, we would maximize the latency benefit by using an infinitely high DPI and lowering our in-game sensitivity to get to our preferred feel. On the other hand, to get the most precise possible aim, we would use an infinitely low in-game sensitivity value and raise mouse DPI correspondingly. However, neither are really practical since mouse sensors have a ceiling after which they begin to have problems with accuracy (or simply cheat by multiplying the registered counts given to the computer). So practically speaking the best course of action is to pick the highest reliable DPI setting (1600 or 3200dpi for most sensors) and adjust in-game sensitivity to accommodate to personal preferences. Of course, the benefits of high DPI / low sens are mostly academic since with any reasonable sensitivity the inaccessible space would be way smaller than any hitbox anyway - and empirically most pros are doing perfectly well with the "high" sensitivities used with 400dpi - but it appeals to the nerd in me regardless. I could also be terribly wrong about all of this, so knowing how meticulous your are with your work I'm really looking forward to seeing your take :)
@shootinbruin3614
@shootinbruin3614 2 жыл бұрын
Addendum: Another benefit of lower in-game sensitivity is getting feedback to our inputs that's closer to real-time, a happy byproduct of having a finer grid, so to speak. Similar to how we get better feedback from high framerate and refresh rate systems. Sorry for the wall of text. I'm a big fan of your work and just wanted to help with what little I know. Thank you!
@ApertureGrille
@ApertureGrille 2 жыл бұрын
Excellent comment! The third "scene" in Smooth Frog is something called Smooth 3D Rotator. I'll probably talk more about it in a future video (this one was already too long!), but it shows a real-time display of how many degrees per frame your mouse movement (DPI + current sensitivity scale) rotates the viewport camera. The download page has a more lengthy description: www.aperturegrille.com/software/index.html#Software-4 UE4 takes the incoming mouse "counts" from Direct Input (like you'd see in MouseTester) and converts them to a float. Higher DPIs simply provide higher counts, which gives the resulting float more precision. With Smooth 3D Rotator, you can keep the same effective sensitivity at different DPIs and check to see the smallest possible degree measure you can rotate the camera. I use a weird desktop DPI of 1000, which with my preferred cm/360 gives a minimum rotation angle of 0.0219 deg/frame at 165 FPS. Cutting my mouse DPI in half to 500 DPI (with the same effective sens) doubles that minimum angle to 0.0438 deg/frame. But you can get that value smaller and smaller by using higher and higher DPIs. Lots of modern mice sensors allow 16K or 32K DPI! If you zoom in and watch the cyan degree numbers in the background move as you move your mouse around, you can see them "pixel skipping" (really rotation skipping) at low DPIs. S3DR doesn't use any sort of FOV-based sensitivity adjustment, so the camera will rotate the same amount regardless of FOV, so it's easier to see rotation skipping when zoomed in. And with anti-aliasing turned off, you can also see how finely you can make the aliased edges "crawl." About the pros: you're totally right. People can get used to, and play really well, with 400 DPI, but... I think they'd actually do better upping that to at least 1600. And at the very least, their game would look smoother as well. :)
@shootinbruin3614
@shootinbruin3614 2 жыл бұрын
@@ApertureGrille Glad you liked it! Smooth 3D Rotator appears to be perfect for demonstrating the benefits of high DPI / low sens; I didn't even think about how it would benefit circle strafing until I read it in your description. "0.0219 deg/frame at 165 FPS" Forgive me, but does the minimum rotation angle change with frame rate? Agree on your take with the pros. I like to think of professional gamers as analogous to F1 drivers: obviously the best at piloting the vehicle, and who have a reasonable understanding of its mechanical operation, but still not at the level of the engineers :)
@user-fk4mx9kb1n
@user-fk4mx9kb1n 2 жыл бұрын
FROGGERS
@africkinspiffychannel8829
@africkinspiffychannel8829 Жыл бұрын
website is down? doesnt work on my pc
@ApertureGrille
@ApertureGrille Жыл бұрын
Working on it now!
@ArtfulRascal8
@ArtfulRascal8 2 жыл бұрын
why does the application disappear when i download and unzip it to a folder? giving me mild anxiety my guy.
@ApertureGrille
@ApertureGrille 2 жыл бұрын
Not a virus, I promise! Windows will warn you about running it on the first load (unrecognized executable), but the zip file should contain all the normal files. Perhaps your anti-virus software is preventing the zip from unzipping.
@ApertureGrille
@ApertureGrille 2 жыл бұрын
Just to be sure, I downloaded the 0.92b version just now, and it unzipped successfully. First load gets a blue prompt that says "Windows protected your PC." Click "More info" and then choose "Run anyway." If it still doesn't work, let me know!
@ArtfulRascal8
@ArtfulRascal8 2 жыл бұрын
@@ApertureGrille yea sorry im one of those super skeptical guys lmao. it works perfectly now. just gatta figure out why i have a traveling screen tear that i cant get rid of on this monitor. *facepalm* thanks for this awesome program man!
@ApertureGrille
@ApertureGrille 2 жыл бұрын
@@ArtfulRascal8 You can try fullscreen or borderless fullscreen while turning V-sync on and off to see if that helps. Generally, if you're using VRR, capping the framerate to a few FPS below your max and turning on V-sync will give the best results. Without V-sync (even with VRR), you'll probably see a tear line at the bottom of the screen. If you can't get rid of the tear line, v-sync off may be being enforced with the NVIDIA or AMD control panels, or... sometimes Windows has trouble with dual monitor setups.
@ArtfulRascal8
@ArtfulRascal8 2 жыл бұрын
@@ApertureGrille ok thanks for the tip! I was trying to avoid vsyc bc of latency. But I don't think I have a choice. Iv tried Riva tuner as well. No dice. It may be bc this old monitor is 1680 x 1050
@DarkLOLable
@DarkLOLable 2 жыл бұрын
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