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Raw input and mouse acceleration

A sensitivity conversion assumes a predictable relationship between mouse movement and camera rotation. Input processing can break that assumption.Methodology

FormatGuide
ModeHip-fire

Raw input

Raw input is mouse data read more directly from the device rather than being shaped by some operating-system pointer processing. Games may support a raw input mode, a buffered raw-input path or a combination of options.

Raw input does not automatically make every game linear. It changes the path the data takes before the game applies its own sensitivity and camera behavior.

Buffered input

Some games offer a buffered input option that changes which APIs process raw device data. The option may improve high-polling-rate behavior while preserving normal input latency, but its availability and default state are game-specific and can change between versions.

Because a buffered-input option can be enabled or disabled by the player, an input-system fingerprint may need to include the setting state. A patch note describing the option is not proof of the current user’s configuration.

Mouse acceleration

Mouse acceleration changes pointer or camera movement based on speed. If it is active, the same physical distance can produce different rotation depending on how fast the mouse moves. That breaks the simple linear relationship used by a sensitivity converter.

Check both the operating-system pointer settings and any game-specific acceleration or smoothing options. Record what you changed. Do not assume that disabling one layer disables all of them.

If a button or scroll direction is not registering, that is a hardware or input-path problem rather than a sensitivity setting. Use the mouse button and scroll test to check the device before changing the conversion.

Why this matters for conversion

  • A conversion matches a defined rotational relationship, not every input path.
  • Acceleration can make the measured 360° distance speed-dependent.
  • Buffered input and raw input can affect latency or device behavior.
  • Game updates can change input handling without changing the sensitivity number.

Read how sensitivity conversion works and the methodology for the assumptions used by this project.

Sources

Try the converter

The converter uses the loaded game records. Treat every result as an estimate, because FOV and input behavior are not modeled.

Open the sensitivity converter

Related guides

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Last reviewed: 2 November 2026