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  Raw Mouse Input pre-acceleration?  (Read 4596 times)
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Offline JJ3d

Innocent Bystander


Exp: 17 years



« Posted 2015-03-03 03:43:25 »

I'm using JInput indirectly though jMonkey, and I'm seeing lag and other artifacts from what I believe is JInput sending me events after windows has applied acceleration and smoothing.  Is there a way to obtain real, actual Raw physical input from the low level mouse drivers?  I've done a little bit of experimentation such as using "-Djinput.useDefaultPlugin=false -Djinput.plugins=net.java.games.input.RawInputEnvironmentPlugin" but I believe I'm still getting numbers after the acceleration and smoothing.  The evidence I have comes in the form of a small experiment where I print the absolute (cumulative) effect of all mouse movement events.  With this program running, I do the following:

1.  Move the mouse quickly left.
2.  Move the mouse slowly right.
3.  Repeat.

After just a couple of iterations, the absolute X position becomes increasingly negative.  If I then reverse the directions (fast right, slow left) the number starts to creep positive.  To me this is good evidence that acceleration is being applied.

Again, I don't have a small pure JInput program I can share, but such an experiment should be easy to construct.  I am fully aware that I can disable mouse acceleration myself with Windows control panel (or registry changes).  What I would really like to do is ensure that if I produce a game it *always* gets raw mouse input regardless of what the user's environment looks like.

Any pointers would be greatly appreciated.
JJ
Offline princec

« JGO Spiffy Duke »


Medals: 1059
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #1 - Posted 2015-03-03 08:07:46 »

I had this same issue and unfortunately there isn't a workaround available AFAIK (at least not since I last properly investigated ~4 years ago).

Cas Smiley

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