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post #391 of 459
Quote:
Originally Posted by dmbr View Post

RInput just feels sharper...more responsive and smooth. It's akin to having 144 FPS vs 100 to me. On the first go it was hard to appreciate, but going back after a solid year of use I'm seriously considering installing a fresh Windows partition just to get it back. I'd definitely recommend giving it a go.
I tested it for an hour and did not feel any difference to be honest to m_rawinput... or if there's a difference I can't feel it. :s
post #392 of 459
Did anyone use RInput successfully on Overwatch or is it even allowed? Didn't find anything on google and afraid to test if it triggers a ban.
post #393 of 459
Thread Starter 
Quote:
Originally Posted by dmbr View Post

Starting today TF2 crashes right after launching when using SourceGL frown.gif

So it seems like sGL works in TF2 the first time you launch it after a fresh boot up, but if you close the game and try to launch it again then RInput will fail and the game will crash as soon as you try and open a game menu. No idea what's causing this, but as of right now the only thing I know to do is do a full computer restart each time you want to launch TF2 with RInput. Super annoying I know, I am trying to figure out what is different with TF2 now to cause this.
Quote:
Originally Posted by Yahar View Post

Did anyone use RInput successfully on Overwatch or is it even allowed? Didn't find anything on google and afraid to test if it triggers a ban.

I suspect RInput would not work with Overwatch since it was made in a new, proprietary engine. But if it uses Get/SetCursorPos like Source games, then it would work. I don't have Overwatch so I have no idea. I highly doubt it would trigger any type of ban whether it worked or not.
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post #394 of 459
http://www.mouse-sensitivity.com/forum/topic/342-counter-strike-global-offensive-m-rawinput-vs-rinput/

This article says that 'm_rawinput 1' is better than RInput. rolleyessmileyanim.gif But it's dated Sep 16 2015. Does anyone has any fresh tests 'm_rawinput 1' vs RInput?
post #395 of 459
Thread Starter 
RInput was updated and now has identical packet loss (0) to m_rawinput 1. There may or may not be improved input lag with RInput, I don't have the capabilities to test this.
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post #396 of 459
I would say there is a very noticeable decrease in input lag using Rinput. It's easier to notice if you cap your fps.
post #397 of 459
Want to notice one thing, right now I am playing with 400DPI 2.5 sens and 1000Hz, also I found for me that m_rawinput 1 playable with 1000hz, I don't know how pros play with 500hz and m_rawinput 1 xD as for me it's very hard to aiming, how scream play so well at this settings still puzzle for me ) What I want to say, that m_rawinput 1 feels faster and movements very light with the same sensitivity and sometimes I can do more fast flick shot with m_rawinput 1, but if I hold some place it easier to aiming with rinput. Can rinput has a little bit of acceleration? or why the same movements with m_rawinput 1 feels faster a bit? Does somebody feels this difference?
post #398 of 459
May be somebody know, just interested, does somebody pros use rinput?
post #399 of 459
Quote:
Originally Posted by sk1p View Post

May be somebody know, just interested, does somebody pros use rinput?
From CS Pros.. I only know that ChrisJ from mousesports used to use it. If you look at pros settings... most of them run with m_rawinput 1 or 0
post #400 of 459
Do you mean they just use m_rawinput 0 without rinput? But sensetivity is unpredictable in this case as I understand?

I know these famous examples with 0: Coldzera, Xizt, Forest, Get_right, Neo, Snax, jdm64 but I didn't find information that they use rinput.
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