On the contrary, Microsoft itself discourages DirectInput or WM_MOUSEMOVE:

"Summary

Overall, the best method to receive high-definition mouse movement
data is WM_INPUT. If your users are just moving a mouse pointer, then
consider using WM_MOUSEMOVE to avoid needing to perform pointer
ballistics. Both of these window messages will work well even if the
mouse isn't a high-definition mouse. By supporting high definition,
Windows games can offer more precise control to users."

http://msdn.microsoft.com/en-us/library/ee418864%28v=VS.85%29.aspx

On Wed, Apr 7, 2010 at 2:02 PM, Tim Angus <t...@ngus.net> wrote:
> On 07/04/2010 11:57, Michael Menegakis wrote:
>>
>> Has anyone started such a work? I noticed SDL1.2 does not use WM_INPUT
>> for Mouse movement on Windows so I got interested. [SDL1.3 does]
>
> I would be surprised if it actually makes that much difference. AFAIU,
> DirectInput implementations in recent version of DirectX are simply COM
> wrappers for WM_INPUT. Furthermore, such a wrapper would have to be
> extremely fucked up to introduce any software latency compared to WM_INPUT.
>
>> Alternatively, has anyone managed to hack WM_INPUT on SDL1.2?
>
> I doubt there will be a lot of enthusiasm for that as that's what 1.3 uses
> anyway [as you say].
>
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