Currently, the game's mouse controls feel a bit stuttery when used from the GUI (the LUNA-based input works fine), likely because SDL provides us with a much higher frequency of mouse events, which would trigger the deadzone more often. One way to avoid this would e.g. be to apply a moving average or simply to throttle the mouse events to a lower frequency. We'd have to be a bit careful in the computation of relative positions, especially when the pointer is locked, since SDL's xrel and yrel seem to refer to the delta between individual events, we'd have to keep track of all such changes even if we decide not to emit ControllerMessages for each.
Currently, the game's mouse controls feel a bit stuttery when used from the GUI (the LUNA-based input works fine), likely because SDL provides us with a much higher frequency of mouse events, which would trigger the deadzone more often. One way to avoid this would e.g. be to apply a moving average or simply to throttle the mouse events to a lower frequency. We'd have to be a bit careful in the computation of relative positions, especially when the pointer is locked, since SDL's
xrelandyrelseem to refer to the delta between individual events, we'd have to keep track of all such changes even if we decide not to emitControllerMessages for each.