Hi, for some reason, my computer can't get to run correctly any Fusion game that uses the mouse to rotate the camera.
I don't know when it started, at first I thought it could be something with my mouse (really high DPI), but the same happens with the cheapest mouse I could find here too...
It may be an issue with the how Fusion and mouse extensions deals with mouse speed, acceleration, DPI, report rate... I don't know if it happens in other versions of Windows (I'm using Windows 10, latest insider build)
I already tried multiplying the values trying to get it slow, didn't worked.
Basically, whenever I touch the mouse, the camera starts spinning, the more I push the mouse the faster it is (acceleration?), but when I stop the mouse, it keeps spinning in a constant speed.
Sometimes it stops suddenly, sometimes I have to compensate pushing the mouse to the other direction, and it start decelerating, I have to push just right to make it stop instead of start spinning to the other direction.
So it's keeping momentum for some reason, and accelerating to really really fast speeds.
It happens with Raycasting examples, Firefly examples, I think it would behave the same in an example using mouse with P3D also. But oddly enough it doesn't affect OpenGL engines made in Fusion.
It could also be an issue of the way people was using the mouse to rotate, like an math that wouldn't behave correctly in some different hardware...
Anyone had this problem already? Any workaround?
EDIT: Found out why... I don't know if it's the Mouse Object issue or Clickteam Fusion, but by injecting raw input with RINPUT it works perfectly.
Still an weird issue, and having to open RINPUT, type the process name and inject raw input flag isn't the best solution... Maybe it can be fixed with kernel object, dll or something?