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RawInput

post #1 of 12
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I am playing BF3 and going through the settings. Do I want to keep the GstInput.MouseRawInput set to 1 or set to 0? Why?
post #2 of 12
Raw input is usually considered better since it bypassess OS settings and your mouse movements are captured directly by the application.
post #3 of 12
Raw input is good unless you're one of the crazy people who like mouse acceleration rolleyes.gif
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post #4 of 12
Or you're playing CS GO and come to the conclusion that Valve's rawinput implementation has mouse smoothing you can't turn off...
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post #5 of 12
Quote:
Originally Posted by CorruptBE View Post

Or you're playing CS GO and come to the conclusion that Valve's rawinput implementation has mouse smoothing you can't turn off...

Well it hasn't for TF2, so I highly doubt it has in CS:GO. What lead you to this conclusion? Source? Because by definition that would not be raw input...
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post #6 of 12
Quote:
Originally Posted by Ino. View Post

Well it hasn't for TF2, so I highly doubt it has in CS:GO. What lead you to this conclusion? Source? Because by definition that would not be raw input...

NiP friberg mentioned it in one of his streams and also, strangely enough, the m_filter command has ... vanished in the CS GO version of the engine. On top of that, now switching back to raw input after not using for a while it's quite noticable.

And TF2/CSS's implementation was already a wee bit laggy as well, using RInput to compare back then, RInput was (excuse my words), a ****ton more responsive. Back then, Verygames players also had rawinput set to 0 in their configs.

I've also been switching back and forth between the Zowie and Sensei, thinking the Zowie was laggy, but it wasn't, it was fine in every other game. The Sensei's mild acceleration was actually helping me counter the mild laggyness. After turning off rawinput, I the Sensei's acceleration suddenly became more noticable (quite subjective I know) to me so I switched back to the Zowie AM with rawinput off in GO and never looked back since.

But yeah, in BF3 and most other games, raw input is generally the better option.
Edited by CorruptBE - 2/19/13 at 4:22pm
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post #7 of 12
I would use Rinput when I can. Not using it can lead to more consistency on your part because not every game has it. Long story. Just do what feels good for you.
Quote:
Originally Posted by CorruptBE View Post

NiP friberg mentioned it in one of his streams and also, strangely enough, the m_filter command has ... vanished in the CS GO version of the engine. On top of that, now switching back to raw input after not using for a while it's quite noticable.

And TF2/CSS's implementation was already a wee bit laggy as well, using RInput to compare back then, RInput was (excuse my words), a ****ton more responsive. Back then, Verygames players also had rawinput set to 0 in their configs.

I've also been switching back and forth between the Zowie and Sensei, thinking the Zowie was laggy, but it wasn't, it was fine in every other game. The Sensei's mild acceleration was actually helping me counter the mild laggyness. After turning off rawinput, I the Sensei's acceleration suddenly became more noticable (quite subjective I know) to me so I switched back to the Zowie AM with rawinput off in GO and never looked back since.

But yeah, in BF3 and most other games, raw input is generally the better option.

I didn't notice that with CS:GO, but I haven't played for a while. I think that is because people are using SteelSeries mice. The feel changes with every mouse as it s raw and not filtered by OS.

A lot of commands do not exist in CS:GO that have in the other games. They need to add a bunch back. I'm very irritated by not having them.

GO is still a good year (maybe two) behind where it needs to be. At least I got them to change the recoil in some of the ways I wanted, still needs work though. Now if they will listen about the AWP and movement.
post #8 of 12
Is this still a problem in cs go?
post #9 of 12
Here is a quote from Skylit:
Quote:
To simplify, it's more than likely that the original mouse grab properties of WM_MOUSEMOVE might be perceived much differently than what's actually occurring. Rather, that extra lag may benefit your reaction or perception to the environment. When I say lag, I technically mean the opposite or less of an effect.


Raw input is likely the faster solution provided you buffer with a high polled value such as 500/1000hz. *Likely as a really fast computer may be able to render consistently over 500 fps. i dont know =x

So, simply put: m_rawinput 1 is faster AND consistent. m_rawinput 0 is not.
post #10 of 12
Quote:
Originally Posted by detto87 View Post

Here is a quote from Skylit:
So, simply put: m_rawinput 1 is faster AND consistent. m_rawinput 0 is not.

It is. IF the game implementation isn't trash.
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