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RawInput - Page 2

post #11 of 12
He was talking about CS:GO specifically. So, the implementation in that game isn't trash, if that's what you wanted to say.
post #12 of 12
Quote:
Originally Posted by detto87 View Post

He was talking about CS:GO specifically. So, the implementation in that game isn't trash, if that's what you wanted to say.

Basically I just meant raw input is always better unless the implementation isn't that great. I have heard from many people that the GO implementation is pretty bad. I haven't done a careful comparison myself though so no comment on that.

I always use raw input because max PCS depends on framerate and resolution if you rely on the windows mouse movement grabbing function. Overwhelm it with too much CPI for your given resolution and framerate, and you'll neg accel all the time. On my raw input games I always use maximum native CPI on my Sensei, 5670, then calibrate my sensitivity using either mouse-sensitivity.com or by playing with it until it feels right. Since I use 60cm/360 I usually have to edit a config file somewhere to get the number low enough. I like that 1/10th of a pixel movement per count kind of granularity cause why the hell not,if the sensor can do it at 4 m/s anyway?
Edited by metal571 - 1/10/14 at 2:27pm
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L1m1t
(22 items)
 
  
CPUMotherboardGraphicsRAM
i5-2500K @ 4.5 GHz ASUS P8Z68-V LX ASUS DirectCU II GTX 770 OC Patriot G2 
Hard DriveHard DriveCoolingOS
Western Digital Caviar Black Kingston SSDNow Cooler Master Hyper 212+ Windows 8.1 x64 
MonitorKeyboardPowerCase
ASUS VG248QE SteelSeries 6Gv2 MX Red Corsair TX650 NZXT Source 210 
MouseMouse PadAudioAudio
Zowie FK1 Puretrak Talent ASUS Xonar DG Sennheiser PC350 
AudioAudioAudioAudio
Creative Fatal1ty HS-800 Shure SRH440 Audio Technica ATH-M40x AKG K701 
AudioAudio
beyerdynamic DT770 AKG K550 
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