Reverse mouse acceleration

ClearlyNotNeeded shared this bug 8 months ago
Reported

It seems that if you move your mouse around horizontally, the faster you go, the lower your sensitivity, it's the inverse of mouse acceleration, making it mouse deceleration, I've tested this by putting my reticle on the edge of a door, then spin 360 slowly while moving my mouse right, and then move my mouse back left to the same position, and I didn't even get to see the door edge. Meaning the sensitivity was lowered? We need to have the ability to remove mouse acceleration, it feels really dirty and sluggish to play like this, absolutely awful.

Replies (18)

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I don't think it is input lag it seems to be messed up mouse acceleration. If I put my mouse to 400 DPI and move it slowly I turn around 180 degrees. If I move it quickly I turn about 10 degrees. The Vsync thing is annoying, if you turn Vsync off then you get uncapped frames but by default it caps me at 60 too.

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I got the same issue with an AMD RX 7900 XT, occurs both on Windows 11 and Linux (tried both X11 and Wayland).

My display has 120 HZ but vsync is always 60 instead of the configured refresh rate.

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Same here.

120hz Monitor, but with vsync/vrr 60fps max (also f11 shows render frequency 60hz)

Without Vsync FPS go up

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Yea this is how it used to be in games, Vsync was limited to 60FPS, it usually isn't anymore.

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This still isn't fixed, the game is totally unplayable for me because of constant stuttering and freezing every 2 seconds while moving around...

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Hello Reflexbull,


Vertical Synchronization (VSync) will default to 60fps in SE2. Variable Refresh Rate (VRR) should allow you to match the display's frequency if your hardware is powerful enough. Note that both GPU and monitor/display have to support VRR. Could you please provide you PC's specification with the dxdiag?

Dxdiag is an app which is included in Windows OS:

  1. In Run bar type: dxdiag
    8ee40b61f4b69730a7890c6a4693134c
  2. Once the app finishes gathering information, press Save All Information - this will create a text file that you can attach here
    7e57f75792dbb4134630b9d59b808b3d

As for the input lag, it is possible that there are other processes running in the background and there is not enough resources for the game. You can check that with Task Manager and clean the unnecessary processes.


Kind Regards,

Bartosz

Keen Software House

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Hello, thank you for the answer.

As for the processes running in the background and there is not enough resources for the game, it's not the case, I have well over 16 gigs of ram available while playing (free ram, not used), and cpu utilization doesn't get higher than 30%, it mostly hovers around 15%-20%, there's 400 gigs of storage available on my nvme ssd. I didn't have this problem with SE1, if I would have to guess, I suppose the game re / renders stuff while I move and it freezes for the time of rendering, then gets back to normal once stuff is rendered, it doesn't feel asynchronous, but synchronous.


Dxdiag will be sent to you on support@keenswh.com


The mouse movement feels laggy when looking around while doing stuff. I don't really know how to explain this in words other than show you exact example on my PC, but let's say you're moving a mouse at the same speed, let's say 2 centimeters per second, for 3 seconds. First 2 seconds look good and smooth and you made your way of 4 centimeters, then it enters a state where it feels like the moving speed dropped to 0.25 centimeters per second and you made your way of 4.25 centimeters over 3 seconds instead of the intended 6 centimeters over 3 seconds. I hope this is somehow explanatory to you.

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Hello Reflexbull,


After checking the dxdiag you've sent us, I have few points:

  • Check if your GPU drivers are up to date - You can download latest drivers from here: Official GeForce Drivers | NVIDIA
  • Try disabling or lowering Raytracing in Game options
  • Change refresh rate manually:

- Go to Display Settings > Advanced display settings > Display adapter properties > Monitor tab.

- Select 170Hz from the dropdown.

Let me know if this helps.


Kind Regards,

Bartosz

Keen Software House

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Hello, thank you for the answer.

1) GPU drivers are up to date, latest version being Jul 22, 2025 as of the time of writing.

2) Disabling / lowering raytracing didn't help, the problem is still present

3) This is already set at 170 Hz


Again, I insist on 1 on 1 call on discord or anything else you guys prefer, so I can share my screen and show you the problem live.

Have a good day!

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Hello Reflexbull,


Communication regarding support tickets is processed here on the support site. However, I wanted to confirm that the VSync issue you reported is solved.

So, to summarize:


  • VSync in Space Engineers 2 will default to 60FPS, if your hardware allows it you should be able to enable VRR (Variable Refresh Rate) which will default to your display's refresh rate - Please let me know if you can see VRR in the Game's Display settings
  • For the mouse issue, please refer to my latest comment in this thread: Choppy Mouse | Space Engineers 2 Support
  • Additionally, you can always provide a video of your issue here on the site. For recording you can use OBS.
    - You can download it from here: Download | OBS

Kind Regards,

Bartosz

Keen Software House

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Hello

1) I checked for the VRR and no, when going to "Display" tab I can only see "None" and "VSync" for VSync Mode

2) I checked and tried what was written but to no avail, I still have the same issue

3) In the video I provided, you can see freezes happening at 1 second, 6 seconds, 12 seconds and so on, roughly every 5 to 6 seconds. I can't upload the video here, I uploaded it to youtube, here is the link: https://youtu.be/BVRCxc-0JwI

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Hello Reflexbull,


As stated in this thread - Choppy Mouse | Space Engineers 2 Support, the mouse movement issue has been reported.

As for the issue with the Game not detecting VRR: Do you use DisplayPort cables to connect your displays to the PC? Have you tried enabling it in your Monitor's OSD (On-Screen Display)? Look for Adaptive Sync / FreeSync.

Also try disabling in Game VSync setting.


Let me know if this helps.


Kind Regards,

Bartosz

Keen Software House

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Hello, thank you for the answer, I hope you guys fix the mouse movement issue in the near future so I can finally play the game :) I hope you also watched the youtube video I provided


As for the VRR, I am using DP cables yes, I've got Nvidia's G SYNC turned on, I've tried the options you told me to and no luck so far, I have Off and V Sync, that's it. I did have VRR option at the time of reporting this issue, but at the time it still locked FPS to 60 only. But after some time, VRR option disappeared from my in game settings.

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I already posted the same response to this topic, but I'll post it here as well for visibility.


I have the same exact issue. This is definitely a bug, I've never experienced anything like it in any other game. It is not inverse mouse acceleration though, it's more like the game is capping the maximum turning speed.

  • This doesn't happen in the menu, it's only when turning the camera
  • Like OP said, it only affects the yaw axis.
  • It doesn't happen below a certain speed but it doesn't have to be particularly fast

Testing methodology:

I'm using the same methodology as ClearlyNotNeeded. I point the cross-hair at a point in the game, then move my keyboard against my mouse to serve as a reference point. I then move my mouse away from the keyboard quickly, I then move the mouse slowly back against my keyboard.

The cross-hair always goes past the point it started at (can be up to ~45 degrees off).

Tested with different mice:

  • Logitech G Pro Superlight
  • Logitech G Pro Superlight 2
  • Logitech MX Master 3

All three have the same problem. Unfortunately, I don't have a non Logitech mouse to test.

Other things I've tried:

  • V-Sync on and off
  • Full-screen and windowed
  • FOV set to max and min
  • Sampling rates from 250Hz to 4000Hz on the Superlight 2
  • DPI at 800 and 3200
  • Invert mouse x (in-game)
  • Different in-game mouse sensitivities (0.2, 2.0, 4.0)

None of the things I've tried have made any difference.

I hope this can be fixed soon, right now it sort of feels like what games use to simulate the character being drunk :)

I'm happy to provide more information if necessary.

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Thanks for commenting, it seems this issue is only happening with logitech mice. How weird.

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Hello ClearlyNotNeeded,


This issue seems to be caused by the Logitech provided software for the mice. Could you please check with non-Logitech mouse if this issue is still present for you if you have one? Note that we could not reproduce this issue internally.

We will investigate this more in depth and will update you once we find the exact cause.

Please note however, that we are full ahead with releasing the Vertical Slice 2 and as such, fix for this issue may come at a later date.

Thank you for your understanding.


Kind Regards,

Bartosz

Keen Software House

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5

I just tested it with a Razer Deathadder V3 Pro and I get the same behavior.

Couple of interesting things I found:

  • It doesn't happen when using free-look inside a cockpit but it does happen when controlling the grid.
  • In the debug menu under `Game Runtime` > `TickManagement`, disabling `Tick Server` or enabling `Pause Server` fixes the issue. Unfortunately, that makes everything else stop working :)

Given that this seems to only affect a small subset of players, I'm hopeful there is a simple solution. I'll keep trying stuff whenever I have time, I really want to play this game xD

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I am also getting similar mouse behavior with a Razer Basilisk, and it seems to be the exact behaviors explained above. My mouse movement is like moving through mud when my GPU utilization is high

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i get the same issue with a wired Corsair Nightsword, regardless of polling rate setting

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Problem still present in VS2.

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Seconded.

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I tried using a different mouse, an old logitech bluetooth dongle mouse with no special software, and i shut down and unplugged everything i have from razer. Still the exact same behavior.

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Experiencing something similar. If not the same thing. Anything more than slow tiny mouse movements makes the camera grind to a halt. It doesn't get more unplayable than that.


This is with a Microsoft Intellimouse. So not a Logitech problem. I have more mice somewhere. But not been bothered to try if it makes a difference. I do however have a Logitech keyboard. And it stops working after a while in SE2. So it might be some sort of conflict with Logitech gear.


The mouse/camera movement I do have feel very stuttery/uneven on op of that. Can't rightly tell if it's all in the mouse, or game rendering. But I did see someone mention high GPU loads. Dunno if there's anything to it. But I do have a 2080S. So I'm at like full load at all times.


I really hope this gets fixed. Was unbelievably hyped for SE2. Would be a shame if I missed out on it because of mouse issues. Never experienced anything like this before.

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There seems to be two input issues. This thread is about the muddy feeling where horizontal mouse movement is weirdly capped when there isnt many system resources left. Vsync caps the FPS as to leave some wiggle room on the system to process the mouse. The issue it sounds like youre describing is found here https://support.keenswh.com/spaceengineers2/pc/topic/48771-choppy-mouse and is already reported internally

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Not the same at all. While it might have looked somewhat choppy in the clip provided, it seemed to work "fine". "Reverse mouse acceleration" describes what I'm battling perfectly. Any moderate to fast mouse movements literally breaks the camera. Grinds it to a halt. Unplayable.


One big lingering problem with percieved camera "choppiness" will be the fact that SE2 didn't decouple logic/physics from the rendering. As far as I've heard anyways. So we're still at a 60Hz output. The game will never feel smooth unless they fix that.

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I had the feeling I was going crazy, but I also have this. Maybe related to https://support.keenswh.com/spaceengineers2/pc/topic/48260-reverse-mouse-acceleration ?

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I have this same bug on SE2. I set my mouse on the left edge of my mousepad and move it right fast until I've spun around so that I'm looking at the same thing again. Then when coming back from right to left towards the mouse pad edge this time slowly, I don't end up in the same place I started. When going slowly I spin almost 2 times instead of one even though it's the same distance on the mousepad. I am using 0.2 mouse sensitivity and was running 60 fps vsync.

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I'm having the same issue, which has persisted since the game's release. This problem doesn't occur in any other game, not even in SE1.


It seems to be related to https://support.keenswh.com/spaceengineers2/pc/topic/48548-mouse-sensitivity-is-choppy-and-inconsistent

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I have had this issue too, tested on a high-end PC and older pc with different peripherals and the issue persists. Seems exclusive to when you are moving your player camera horizontally left and right, not when controlling a ship and doing the same thing.

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Same issue on Logitech G703 Lightspeed, Negative Mouse Acceleration feels awful.

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Same issue. Fast mouse swipes rotate the camera less than slow swipes. Slow movement feels OK, fast movement causes strong deceleration and I can’t return to the starting point in a 360° test.

Repro steps

  1. Load into a world (character view).
  2. Aim at a fixed reference point (edge/corner on a wall).
  3. Do a 360° turn slowly and return to the reference point (OK).
  4. Repeat using the same physical mouse travel, but fast.
  5. Result: fast swipe ends up far short of the starting point (large mismatch).

Expected

Same physical mouse travel should produce the same rotation regardless of swipe speed (no reverse accel).

Actual

Fast swipes produce less rotation (strong deceleration / rotation clamp).

Key diagnostic

Opening Debug and setting Tick Server = OFF makes the mouse rotation feel correct (reverse accel disappears), but of course the world/simulation stops and movement is not possible. This strongly suggests the issue is in the server tick / input sampling pipeline.

Tried / no change

  • GPU load reduced (~70%), overlays OFF
  • Mouse polling changed (stayed at 500 Hz), DPI raised up to 8000
  • In-game sensitivity at minimum (0.1)
  • Edited MouseControlInputValueCoefficient down to 0.0006 (no improvement)

Attachments


  • DxDiag attached: DxDiag.txt

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Hello Engineers,


I have successfully reproduced this issue and reported it internally. Additionally, I have added this thread to our internal ticket (SE2-30366).


Kind Regards,

Bartosz

Keen Software House

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