Pointer ballistics for windows




















Install the app. For a better experience, please enable JavaScript in your browser before proceeding. You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.

Mouse ballistics in Windows XP. Thread starter Phil Weldon Start date May 3, Phil Weldon. Is there any way to fine tune mouse movement ballistics in Windows XP as there was in Windows Pro? Wesley Vogel. Try it. Then define ballistics. Your mouse hooked up to a Gatling gun? Open Mouse Properties Start Run Type: main. The fastest setting causes them to open immediately and the slowest setting is extraordinary slow. To test the mouse setting, right-click the test icon. To test the double-click sensitivity, click twice on the test icon with the left mouse button.

If the two clicks registered as a double-click, then the icon will change. Increase this value if you find that you are dragging objects accidentally when you click on them. To test drag sensitivity, try to drag the test icon with the left mouse button. The icon will begin dragging when you have moved the mouse the necessary distance. The size of the region is determined by the hover sensitivity in pixels. This can be either one page at a time or a particular number of lines at a time.

When X-mouse style window activation is enabled, you need only move the mouse into a window in order to give it focus.

Normally you must click on a window in order to give it focus. Version 2. Scroll down the right hand side and look for TweakUI Registry Settings here Let us know. By 'ballistics' I mean the relationship between the velocity of the mouse and the velocity of the pointer. The transfer function mapping mouse velocity to pointer velocity. In Windows Pro you could adjust the transfer function graphically and choose the curve to suit your preferences.

In Windows XP there is one slider to set the transfer function - and there is no user setting for finer control. Sign in to your account. Instead it says "Your request has been blocked". The text was updated successfully, but these errors were encountered:. Thank you for creating the issue! One of our team members will get back to you shortly with additional information. Sorry, something went wrong.

Search doesn't yield any "contact options" text on that page and I've no reason to go through the trouble of finding it and re-reporting it there anyway. Skip to content. Star New issue. What does Enhance Pointer Precision do? It's a simple concept. When enabled, the pointer moves more precisely when you move the mouse slowly, and more nimbly when you move the mouse quickly.

It decouples pointer movement ever so slightly from a basic relationship with mouse movement, and introduces something called the mouse acceleration curve. The translation from physical mouse movement to pointer movement is more sophisticated and more subtle than you might think. It's all documented in an excellent Microsoft article on mouse ballistics. It introduced me to the amusing concept of the mickey : the smallest unit of measurement that the mouse's hardware can produce.

Let's think about this like programmers. If it was our job to translate mouse mickeys into pointer movements, how would we do it? Our first order of business is to figure out how fast the mouse is moving on the table or mousepad-- the mouse velocity. The accuracy of the mickeys coming from our mouse is strongly influenced by the bus update rate. The math proves it.

The good news is that fancy enthusiast mice always override the default Hz USB update rate. Both of these mice bump it up to Hz as soon as they're plugged in, which I verified using the Direct Input Mouse Rate tool.

It should more accurately be called MPI, mickeys per inch. A "dot" isn't a dot at all; it's a completely arbitrary unit, nothing more than the smallest unit of movement that the hardware can measure. This is dynamically switchable via the buttons on the mouse, and configurable in software as well.

Now that we have mouse velocity in the physical world, let's determine how that will map to pointer velocity on the virtual world of our screen. Screens are bounded by obvious, concrete physical limitations. Refresh rate is typically fixed at 60 Hz for modern LCD displays.

Screen resolution varies from x to astronomically huge for those that can afford 30" displays, but the DPI ranges are fairly similar for most monitors. There's a physical to virtual gain of 2. Without the mouse acceleration curve, this is as sophisticated as it gets. We might use a simple multiplier based on the pointer speed slider, but that's about it. The relationship is linear.

We're doing a basic one to one mapping.



0コメント

  • 1000 / 1000