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csgo m_rawinput 0 drops samples - Page 19

post #181 of 285
Quote:
Originally Posted by trism View Post

I bound m_rawinput 0 to F5 and m_rawinput 1 to F9.
Code:
bind <KEY> "incrementvar m_rawinput 0 1 1"
post #182 of 285
Thread Starter 
Quote:
Originally Posted by popups View Post

Code:
bind <KEY> "incrementvar m_rawinput 0 1 1"
there's also bindtoggle and toggle
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post #183 of 285
Depending on your resolution and CPI and stuff the "negative acceleration" effect of standard input is pretty obvious. So while blind testing try not to flick too harshly.
post #184 of 285
So I switched my video card from AMD to Nvidia (fps is still 200+) and m_rawinput 1 feels a lot better compared to m_rawinput 0. Anyone who feels sluggish with m_rawinput 1, please post your video card.
post #185 of 285
Eh..
post #186 of 285
post #187 of 285
Quote:
Originally Posted by daav1d View Post

What about this packet loss? http://www.mouse-sensitivity.com/forum/topic/335-csgo-and-m-rawinput-1/

@qsxcv

its literally what this post is about... the very first post
post #188 of 285
Quote:
Originally Posted by arsn View Post

its literally what this post is about... the very first post

Yeah but why is it more with RInput?
post #189 of 285
Thread Starter 
that's really weird... iirc i didn't notice a difference between rinput and m_rawinput 0 as far as the phenomenon in the op is concerned
but how did they measure it?
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post #190 of 285
I wonder why outstanding top players like Olofmeister and Flusha use rawinput?

Maybe it's more consistent when switching provided computers all the time at tournaments?

Or does raw not only affect mouse movement but also reduce click latency?

And does raw behave different depending on the operating system and it's direct input stack, like XP, 8, 10 and DX versions?
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