Comment by zelon88
> prevent performance collapse by just not processing more than N message queue events per frame. N=5
Why is this an issue? Your mouse is sending raw input 80,000 times per second to a screen that can only display 120 pictures per second.
Kinda sounds like an arbitrary problem that people who believe 8k mouses are necessary would worry about.
> Your mouse is sending raw input 80,000 times per second to a screen that can only display 120 pictures per second.
8 thousand, not 80 thousand. Many screens can display (much more) than 120 frames per second - My monitor goes to 240hz, there are 300hz displays available.
Rendering rate is very often not tied to game update rates - games can update their state at significantly higher rates than they display. A decent number of games have a "high level" skill of doing things like "pre-shooting" where the winner of a fight is done by figuring out "who realistically did it first".
Assuming that you can poll at 125hz is wrong.
> Why is this an issue? ... Kinda sounds like an arbitrary problem that people who believe 8k mouses are necessary would worry about.
People have these devices and run our games. We (unfortunately) need to handle them, just like a website needs to handle a poorly behaved client. Also depending on _when_ you sample, (i.e. which 5 messages you handle), you can get incorrect information from the device.