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Raw input support

Open Lrflx opened this issue 1 month ago • 3 comments

Pretty much only reason keeping me from abandoning Revolution completely is that it has support for raw input, cause mouse input in original SS is so janky no amount of tinkering really helps to get around it. Is it possible to implement it on the level of this patch?

Lrflx avatar Nov 15 '25 04:11 Lrflx

I'm not sure what "raw input" means or how to implement it even with the full engine source code, let alone this patch.

Enabling "Sharp Turning" in player profile settings paired with the inp_iKeyboardReadingMethod = 0 console command (default value is 2, can also try 1) enables the least possible latency if that's the issue. Right now I don't know how it could be improved even further.

DreamyCecil avatar Nov 15 '25 07:11 DreamyCecil

Raw input allows you to directly access mouse data.

There are two ways adding this, either use SDL and it will automatically set up raw input for you: https://wiki.libsdl.org/SDL2/SDL_SetRelativeMouseMode https://wiki.libsdl.org/SDL3/SDL_SetWindowRelativeMouseMode

Or you use the Microsoft Raw Input API which works only for Windows: https://learn.microsoft.com/en-us/windows/win32/inputdev/raw-input https://learn.microsoft.com/en-us/windows/win32/inputdev/wm-input

For Linux specific input you can use evdev, if you need that for some reason.

Although I am not certain how you would hook this into the patch, unless you made a replacement .dll.

jyetcv avatar Nov 15 '25 18:11 jyetcv

Yes, it's not only about latency, even with sharp turning it still feels extremely stuttery. I know it could be improving further exactly cause of Revolution, it feels miles better there with raw input turned on. Main question is if it could be implemented through this patch cause I'm not technically savvy enough to say for sure, I'll be honest.

Lrflx avatar Nov 15 '25 19:11 Lrflx