Old posts on it:
@fredemmott said in PointCtrl in BMS:
FWIW, if using RawInput, this should show up as WM_INPUT with a RAWMOUSE with MOUSE_MOVE_ABSOLUTE set. If using classic WM_MOUSEMOVE, data should already be good - but those (x, y) need to be treated as an absolute rotation to project, not as an offset
It doesn’t look like there’s true absolute mouse support in DirectInput - while the axis can be set to absolute mode, this just makes DirectInput emulate it by keeping a count.
If y’all have a wacom/huion/similar tablet, that works essentially the same way as a PointCTRL as far as the game is concerned - if absolute mode is working correctly, there should be a rectangular region that maps to your FOV, which isn’t the case in BMS.
As a side note, the mouse shouldn’t necessarily map to one eye buffer; while DCS shows one eye in the mirror window, the ‘input FOV’ for the mouse/tablet over that window is the combined FOV - so 2* max(abs(leftfov), abs(rightfov)). This lets you use the mouse over your full FOV for both eyes, not just the one currently in the mirror window. This means that the windows cursor doesn’t match up with the in-game cursor if you move it from the outside the window to in the window, but gives a better in-game experience (regardless of if mouse or tablet)
@Snake122 said in PointCtrl in BMS:
Update of a couple of posts from PointCTRL discord:
Miles the PointCTRL creator: “Fired it up BMS and it looks like it’s not natively supporting absolute mouse coordinates. Its the exact same behavior as MSFS. I am going to try a few different things on the HID descriptors for MSFS and BMS,”
Fred (I believe he’s @fredemmott here):
"The way mouse support works in MSFS
Until recently, it was pretty much entirely a no-go
PointCTRL isn’t quite pretending to be a mouse: it’s pretending to be a graphics tablet/touch screen.
A mouse sends “i moved 1cm in the last second” (movement, not position)
A touch screen/tablet/pointctrl sends “My exact position is (x, y)”
MSFS only supported relative movement (mice) until very recently. It’s now got some absolute position (tablets/touchscreen) supports, but it’s full of quirks, and not really usable."
"HTCC right now uses OpenXR for:
quest hand tracking (as an alternative to pointctrl). This is only possible with OpenXR. VirtualDesktop also does controller emulation with hand tracking, but that’s not usable for this - as far as anything on the PC can tell, it’s just a controller.
automatic calibration (field of view, center point etc)
VR controller emulation"
I’m definitely not going to make it support steamvr as well.
What I might do is make a separate ‘tablet mode’ program that comes as part of HTCC, with an enhanced calibration.
That would allow HTCC to work both with DCS without opencomposite (but only in touch screen mode, not virtual controller mode), and BMS."
HTCC and OpenComposite are his work with the OpenXR stuff and allows a work around for PointCTRL in MSFS but that’s about all the more I know and might not be 100% correct there.