With the framerate set free, I expect to see fluctuations, but that hasn't been the case. There might be something wrong with the uncapped framerate settings right now, since I have a decent rig and the framerate is still stuck around 60 without many notable dips. I started with an uncapped framerate, because it's an old game that launched on dated hardware, so I figured if the option was included that meant I'd be able to break 60 fps easily. VIDEO: Footage of mouse control with capped and uncapped framerates. Take a look at the video below to see what I mean.
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Mouse control is the preferred method for plenty of people, and so it stands to reason that a PC release of any game that includes and would benefit from mouse aim shouldn't shit the bed in that regard. This isn't to disparage players that prefer a gamepad, but accessibility goes both ways. Turning mouse sensitivity up helps a bit, but exacerbates the skips and jumps. Move your mouse as fast as you want but that cursor can only crawl as fast as the max look speed was programmed to allow. And since mouse input is likely filtered through an emulated stick, cursor aim speed is also limited.
The direction I move my mouse suggests a direction in-game, resulting in rigid, jerky movements. It's hard to say exactly how mouse inputs are read and interpreted without a peek under the hood, but it's pretty obvious something isn't right. Mouse aim seems to be tied to a virtual joystick rather than the raw 1:1 pixel-perfect aim we consider the standard.