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+1.
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cloud8521: well, its something they really need to think about if they want to be taken seriously. atleast by me... which may not matter to them
Don't be dramatic :)

Do you know if it's possible to have a mixture of a hardware mouse and software mouse? That way they could avoid breaking arm wrestling and still fix a bunch of issues.

But I don't know if that's possible. I hit electronics when they don't work, so physically abusing technology is just about the extent of my knowledge.
The engine reads raw mouse events from the device itself (or gets it via DirectInput and whatnot). So if anything the engine is already using a "hardware mouse" and like it or not just about every DirectX game from the past 12 years does this exact same thing without exception.
Unless of course, that by "hardware mouse", you meant you want the game to query the position of the cursor and have the operating system manage movement and rendering of the cursor.

The problems with CDPR's implementation is two-fold
1. There is no mouse acceleration on the menus and this makes the menus unpleasant to navigate with insensitive mice (read: All consumer grade mice, excluding the high-end 3000+ DPI gaming mice).
They should either reactivate desktop mouse acceleration at the point or provide means of manually accelerating it. It should be noted that the level of acceleration used for the game itself may not be appropriate for the menus (and vice versa).

2. They parse a limited amount of events an update. I can't tell how many it is, but they certainly are not processing all pending events. This is why the cursor movement is smoothed as well as why it is still moving for several frames after you've ceased moving your mouse.
To put it in the form of a little bit of SDL code, what they're doing is akin to the following
SDL_Event event;
if(SDL_PollEvent(&event)) parseEvent(event);

What they should be doing is the following
SDL_Event event;
while(SDL_PollEvent(&event)) parseEvent(event);


With that said, I'd appreciate if the menus and minigames were more keyboard navigable. Some of the changes I'd propose to this end include.

Menus: Allow selection via space bar and a back/return action with ESC. At the top level change the selection quit, but don't select it.
Dice Poker: Allow movement keys to reposition the dice and space to initiate a throw (release to throw)
Arm Wrestling: Allow movement keys to influence the token's movement.
etc.
just because it senses though direct imput does not make it hardware mouse, it still takes the imput information and turns it into an emulation.
Yes, the feeling of the mouse i horrible,. +1
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arimakun: +1, armwrestling is really horrible.
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soldiergeralt: i think that's intentional.
Not really. At first it was very wobbly to me and kept moving back and forth during armwrestling, but after fiddling with the smoothness settings in the user.ini and the maximum pre-rendered frames in the nvidia control panel I managed to make it move smoothly during arm-wrestling (no going back and forth).
just because it senses though direct imput does not make it hardware mouse, it still takes the imput information and turns it into an emulation
MNot disputing you. Just curioous how you know this?
just because it senses though direct imput does not make it hardware mouse, it still takes the imput information and turns it into an emulation
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cbarbagallo: MNot disputing you. Just curioous how you know this?
the only way to tell is though testing though FPS. the the mouse lags at all when the fps lowers then you have a software mouse. its the same for they keyboard. there are other signs but you have to feel them out more then actually fining the data. just like acceleration, you usually feel it to know its on.

whereas with a hardware mouse, the fps would have little to no effect over the mouse tracking.
Please add +1 support for "hardware mouse".

I visit these forums in search for some answers related to the game. One of the issues might be strictly related to the mouse behavior under Windows 7.

I've 2 OS installed (WinXP SP3 x86 and Win7 SP1 x64 - one for gaming and the other one for work under 64bit medium) with TW2 installed on both.

On Windows XP the mouse control is smooth, lag free and great and on Windows 7, while I seem to have around 2-5 more FPS than on XP, mouse control is horrible - as there's lag in game, no matter what video settings I use. Thus making the game unplayable. :(

Hoping for some changes once Patch 1.3 or a new set of nVidia drivers arrive, as I most sincerely desire to enjoy TW2 on Win7 because in this beautifully demanding game, for me, every frame counts. :)
Post edited June 17, 2011 by Highlancer
+1 for hardware mouse
+1 +1 +1 I really want hardware mouse !!!
this is one of the drawbacks of multi platform games :(
+1 vote from me. I'd wondered why the heck mouse sensitivity seemed to change so drastically between different screens, menus and in minigames (the arm-wrestling game is particularly annoying. It requires feather-light touches on the mouse to win. Even the slightest error is enough to send your cursor flying over to the edge, and there's no way you can get it back on target in time).
+1 vote.
Yes, please, CDPR! :)