

This would be reevaluated at each 'step' across the move, giving a smooth, spline-like movement, and as you get closer to the button, its virtual size would grow ever so slightly, so that if you rush to the click and undershoot or overshoot it by a few pixels, the click still get registered. From speed and direction the OS could infer that you want to reach the button and ever so slightly steer your move towards it. In doing so your initial move is quite ample towards the button. Now you move the mouse to point over the button. Say you have a button in the top left quadrant and your mouse around the bottom right corner. Indeed there exist this low-level filtering, but what I suppose is at a higher level.
Mouse acceleration mac preference pane mac os x#
It seems Mac OS X needs an API to provide some form of raw value access to the pointer so that arbitrary software (notably games) can conduct its own analysis.Īnecdotally, my personal experience has been that it never bothered me, neither in games (FPS and RTS) nor in WIMP.

Of course this bites hard outside of this environment. Why it does so might be that 32ms is the right time to evaluate the intent of a typical human interaction with a pointer, maybe even using some form of inverse kinematics, so that when you move your hand towards a small button aiming is smoothly assisted, and/or click target is helpfully adjusted in size to enhance Fitt's law compliance (like iOS keyboard keys dynamically changing sizes depending on the sequence of letters, hence words you type) So my guess is that some form of mouse movement analysis (like mouse smoothing) is working on at least four samples (so that it can statistically mean something), rolling. 32ms divided by 4 is 0.008s which gives us 125Hz (the typical mouse sample rate).
