Sign in to follow this  
Tokage

Factors that would cause differing mouse sensitivity on different computers

Recommended Posts

Tokage    174
I wrote a game a while ago called Hang. Apparently some people are having issues with the mouse sensitivity. They say it's too slow on the menu. What puzzles me is that it appears to be perfectly fine on my computer, and the game uses the system clock to regulate the speed and DirectInput for the mouse, so I'm having difficulty understanding how this could be happening. Any ideas?

Share this post


Link to post
Share on other sites
Kylotan    10008
People are used to different sensitivity levels. I have to turn mine up on every OS I use. So maybe they're just used to a higher level than you are. I used to use a multiplier with the relative values DirectInput gave me in order to move the pointer myself. Then I could change the multiplier to allow the player to set their preferred sensitivity.

Share this post


Link to post
Share on other sites
Tokage    174
Maybe that's all it is. One guy actually used the word "unplayable" to refer to it, though, and I have a hard time believing that that's just because of personal preference...

Share this post


Link to post
Share on other sites
Guest Anonymous Poster   
Guest Anonymous Poster
Different OS's (especialy between Windows variants, Pre-XP, NT, and XP) have different accuracy system clocks. Some are only accurate to 1 / 18.2 seconds.

Share this post


Link to post
Share on other sites
noisecrime    817
just a thought.
When using the system clock to regulate speed did you make sure to clamp it?

It is possible (especialy as you mention its an old game) that running on a faster computer, results in the same system time (I presume milliseconds?) being returned over two frames. If so then there is no time difference and depending on your code that might mean no movement at all.

However eventually the system time will tick over to a new value, at which point you will get some movement. The end result is you might move half as fast, as one frame there is no time difference, and so no movement, whilst the next frame there is 1 ms difference and you move a small amount.

Share this post


Link to post
Share on other sites
DeaDb0Lt    138
Yeah, for me it is unplayable. I've never had a mouse problem since I started using an Optical mouse a long time ago. The cursor jumps sporadically. Seems like I need to move it alot to get any movement at all, and after it finally moves, it jumps random distances.

I dont have the solution, or even any ideas as to what might be causing it, but I would suggest looking at this source code for a Defender clone, as I know my mouse movement works fine in his fullscreen mode, and he's using DirectX.

Share this post


Link to post
Share on other sites
Tokage    174
I've been told that it might have something to do with the fact that I'm using DirectInput, and that that's something I shouldn't do. I really just want to find a solution to this, but since it's not happening on my computer I can't test it very easily. This is incredibly frustrating. I'm at a loss.

The Defender clone seems to use Visual Basic's mouse procedures for input. Maybe I'm wrong though.

Share this post


Link to post
Share on other sites
Tokage    174
Just an update: I tried QueryPerformance*(), and while it makes the games run smoothtastic, it doesn't seem to be affecting the cursor. I also replaced my icky slow bitmaps with happy fast textured rectangles, but some people are still having problems. Any other ideas are more than welcome.

Share this post


Link to post
Share on other sites
Endurion    5411
Why not simply use GetCursorPos and let Windows handle the icky stuff behind the scenes. This will give you the exact mouse setup from the user.

You might have an issue with pre-rendering several frames though. If the driver renders several frames ahead you get some lag since the updated position is only visible after those frames have been displayed.

Share this post


Link to post
Share on other sites
Tokage    174
At least one person's problems have been solved simply by replacing the bitmap with a textured rectangle. I'm not so sure at this point whether the mouse itself was the problem or whether it's just that I wrote the game really, really inefficiently...

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this