However,in the past months there have been a lot of controversy regarding m_rawinput in CS:GO. Many CS:GO gamers believe that m_rawinput is faulty implented in CS:GO, and therefore many of the pro gamers have switched from m_rawinput 1 to 0. By switching to 0 (OFF), many CS:GO gamers say they feel more responsive mouse movement compared to m_rawinput ON (1).
It all started with this post on reddit: http://www.reddit.com/r/GlobalOffensive ... ut_faulty/
Some of the reports are quouted here:
"ok, so i think OP is on to something. with m_rawinput 0 aiming seems smoother and more responsive. i don't think m_rawinput 1 applies acceleration, but it does something which is remedied by turning rawinput off. i will be using m_rawinput 0 in future."
"I do think there is something odd with ri (rawinput, red.) 1 on CSGO : the best way I could describe it is a small delay between the hand movement and the actual move on the screen."
These reports are very strange and implies that rawinput may not function as intended in CS:GO. It may add some kind of unintended input lag."I found that raw input has a delay for me"
Mouse expert "Skylit" from overclock.net does his best to explain why rawinput in theory should be superior to normal input:
http://www.overclock.net/t/1405271/rega ... timization
________________Raw input: This is API that buffers mouse movement independent of frame rate. Traditionally, games like counter strike, early quake, ut. etc.. rendered mouse input by center grab repositioning or WM_MOUSEMOVE. Raw input in layman's terms reads information from your mouse directly (inc. polling) and translates 1:1 DPI settings to game. Mouse fix or windows settings need not apply.
Controversy over added input latency or smoothing effect reported by users: Raw input regardless of game engine will almost always buffer polled rate faster than that of the average frame rate you pull in game. There may be an “unconnected” feeling for many users as movement is no longer based on in-game fps.
The only time where this is not the case is if you happen to use a lower polled mouse rate and render in-game frames at or above your buffered setting.
Now I'm a big fan of this site and these forums, and as I've already seen blurbuster-user 'sharknice' make awesome tests of input lag in CS:GO (multi-core-rendering vs single-core rendering) here: http://forums.blurbusters.com/viewtopic.php?f=10&t=325 , I was hoping that he or any other skilled technical guy maybe could do some input-lag test for m_rawinput 1/0 in CS:GO. Such test could either confirm or deny the odd idea that rawinput is faulty implented in CS:GO. As every competetive Counter-Strike gamer strives for zero input lag, such tests could be very, very helpful for the CS:GO community and maybe force Valve to look into a possible underlying bug with the m_rawinput command.
The test should ideally be performed with an already fast high-refresh monitor (120 HZ minimum) and a mouse with 1000 HZ polling rate.
I really hope someone here would do such tests, as I myself don't have the necessary knowledge nor equipment to do such tests. I would be so thankful, and I know many other CS:GO gamers would be extremely interested in such tests.
Cheers! Crossing fingers.