Direct Input: Use Immedia data instead of buffered mode of reading.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Use events buffer to process the input data |
0 | Use immediate data |
This setting has been added only because Direct Input allows such mode of use. It is not going to decrease input lag, make the mouse responsiveness better, or anything like that. Read the official documentation on Direct Input to know the difference between buffered and immediate mode of use.
Size of the direct input buffer
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 16
Variable is integer.
On some circumstances the default size does not have to be sufficient
Specify device for evdev mouse. Should be absolute path like /dev/input/event0 use in_evdevlist command to get lost of devices
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
Variable is string.
absolute path to mouse event device
You should have read access to your device. sudo chmod 644 /dev/input/event* should help you if you have trouble
Multithreaded mouse. For most users in_mmt 1 + evdev gives the most smooth input
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
1 | Use separate thread for reading mouse data |
0 | Read mouse data in main thread |
Linux only and evdev (in_mouse 3) only.
Different types of mouse input
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
value | description |
0 | Mouse off |
1 | Windows: standard mouse; Linux: DGA mouse |
2 | Windows: Direct Input; Linux: X Mouse |
3 | Windows: Raw Input; Linux: EVDEV mouse |
Linux: You have to set in_evdevice to proper value (/dev/input/eventX). Use command in_evdevlist to get the lost of proper values. Also in_mmt makes your mouse more smooth.
This variable has been deleted
In some circumstances allows you to bind additional mouse buttons on Logitech mouse controllers. Deprecated.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
Allows you to use your system mouse settings in the client
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
0 | Do not keep any of the system mouse settings |
1 | Keep acceleration settings |
2 | Keep speed settings |
3 | Keep both acceleration and speed settings |
Enables advanced mouse smoothing. You have to be using Direct Input for this to work.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | |
0 |
Sets mouse acceleration like in q3.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
This variable toggles mouse input filtering. When set to "1", the values which are received from the mouse's input will first be averaged together and then that value will be used in the game. The reason for this command is that some mice had problems with sending sporadic coordinates which make the input from the mouse jerky, also when using a serial or PS/2 mouse, the Windows operating system will only sample mouse input every 25ms, that is 40 times a second (for USB mice the sample rate is 125 Hz, that is every 8 ms). When set to "1" this variable will smooth out the input but it will cause latency between the movement of the mouse and the actual response in the game. When using a PS/2 mouse it is thus first recommended to try to increase the sampling rate either by changing it via your mouse driver or by using the ps2rate program which can be downloaded at ps2rate homepage . If you are playing the game at frame rates above 40 FPS and if you can't increase the sampling rate of your PS/2 rate or if you are playing with a serial mouse it is recommended that you enable this toggle.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default:
value | description |
1 | If you have problems to get MWHEELUP and MWHEELDOWN working set this to 1. |
0 | Disable. |
This variable controls how fast the player should move forward and back when the mouse is moved forward and back. This command has no effect if the +mlook command is in effect because when the mouse is moved forward and back the player looks up and down instead of moving forward and back. Some players might want to set this variable to "0" if they happen not to use +mlook constantly and they only want to use the mouse to turn the player. Setting this variable to "0" will prevent the inadvertent movement of the player forward and back while trying to make precise turns with the mouse.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 1
Variable is float.
This variable sets the level of precision when the mouse is used to make the player look up and down while the +mlook command is in effect. By default this variable is set in such a way that moving the mouse forward makes the player look up and moving the mouse backward makes the player look down. Some people prefer to have this movement inverted just like it is inverted for airplane controls. If you wish to use this inverted mouse movement then you should set this variable to a negative value (for example "-0.022"). It is a matter of preference which movement method is used by players. Also lowering the value for this variable will increase the level of precision when the mouse is used to make the player look up and down. This variable can be used separately from the sensitivity variable to provide greater control over the mouse sensitivity for movement along the pitch. It is advisable to keep the value for this variable constant at 0.022 or -0.022 and instead use the sensitivity variable to change the overall sensitivity of the mouse. Also, some script writers lower the value for this variable along with a lowered value for the fov variable in order to provide more precision when the fov variable is used to zoom.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.022
Variable is float.
This variable should be set to your mouse rate (in Hz). Note: need -m_smooth and -dinput to commandline.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 450
Variable is float.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0
value | description |
1 | Print current mouse rate |
0 | Disable |
Note: need -m_smooth and -dinput to commandline.
When the +strafe command is active or when "lookspring" is set to "1" this variable is used to control the sensitivity when the mouse is moved left and right to make the player move left and right.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.8
Variable is float.
This variable controls how fast the player turns left and right when the mouse is moved left and right. It is recommended that this variable be left alone and instead the "sensitivity" variable is used to change the level of precision. If you set this variable to a negative value you will reverse the mouse movement. Some script writers use this variable to increase the level of precision when the "fov" variable is used to zoom the screen.
Support: Windows: OpenGL Windows: Software Linux: GLX Linux: X11 Linux: SVGA Mac OS X FreeBSD
Default: 0.022
Variable is float.
Last update: 09.11.2005 10:15 UTC
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