Now in practice there is often a floaty and crazy feel to some games that enable mouse smoothing, but this I think has more to do with some kind of shit implementation of interpolation or driver conflicts or some other software crap. This is done super-fast at a speed that's not perceptible to the eye. Instead of 30 updates per second it provides 30 real updates and 30 fake ones. It only provides fake mouse updates along with the real ones. Mouse smoothing doesn't inherently introduce perceptible delays. Others prefer the consistency of sensitivity regardless of mouse speed. Some like being able to make small snappy movements to get quickly across the screen, followed by slow and delibrate movements for precision. Mouse acceleration is entirely up to the preference of the user. With mouse acceleration turned on, your character/cursor will be further to the left. With no mouse acceleration, your character/cursor will also be in the original position. Say you move the mouse a distance of 4 inches to the right across your mousepad very slowly, then move it back to the original position very quickly. Mouse acceleration, on the other hand, is where mouse sensitivity varies depending on how fast you move the mouse. It's this added delay for sake of interpolation that gamers hate. Your screen would be less jittery with mouse smoothing turned on, but your inputs would also be slightly more delayed. Mouse smoothing takes those 30 updates per second and puts a small delay to them in order to put a few interpolated/fake updates between the real ones. Imagine you have a game updating at 60 frames per second or higher, and a mouse cursor updating at 30 times per second (just for sake of explanation - USB is actually 125 Hz). As part of their playtesting team, because this port definitely was not release-worthy. To simply ALT+TAB, one would need to CTRL+ALT+DELETE to cause a high priority interrupt to be able to switch away from the game, when coming back, one needs to ALT+TAB twice to get it running, if you're lucky enough that it doesn't crash, that is.īut I got the feeling that I was part of Bethesda. Item interfaces were optimized for consoles, no extra options for PC's. The cursor speed and mouse look were bound together, so either your cursor would go too slow, or your dude would be looking around too fast. On release, there was only a 32-bit version. ini for me had no effect on the game at all. Mouse smoothing and acceleration enabled by default. Buttons that were combined on console (like to fav an item) weren't separated in the controls. The mouse click would activate not the option you are holding your mouse over, but rather the one selected, sometimes they did not match.
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