github LittleBitUA/DownpourRecomp v1.1.3
Silent Hill: Downpour v1.1.3 (mouse calibration hotfix)

latest releases: v1.1.5, v1.1.4
2 hours ago

🐭 You can tune the mouse to your hardware

If mouselook feels too slow or too fast after upgrading, open the launcher → Settings → Mouse → "Raw Input Scale" and adjust:

Your mouse DPI Try this scale
3200+ DPI gaming mouse 0.20 – 0.35
1600 DPI gaming mouse 0.40 – 0.65 (default 0.5)
800 DPI mouse 0.70 – 1.20
400 DPI office mouse 1.50 – 3.00

Lower = slower, higher = faster. The same Settings tab also lets you tune Sensitivity, Smoothing, Stick Decay, Acceleration Curve, Deadzone Compensation, and Invert Y. Press Save & Close and relaunch.


What's new in v1.1.3 (mouse-calibration hotfix)

v1.1.2 introduced WM_INPUT raw-mouse plumbing in the SDK and applied a hardcoded divide by 8 on raw HID counts to match the magnitude of WM_MOUSEMOVE pixel deltas. The premise: an 800 DPI mouse → ~800 counts/inch vs ~96 pixels/inch from WM_MOUSEMOVE → ~8x ratio. What the premise missed: Windows applies pointer ballistics ("Enhance pointer precision") to WM_MOUSEMOVE deltas, inflating them at higher velocities. Raw input has no ballistics, so the same divider felt much slower in motion than the pre-raw pixel path. Community report — "mouse very, very slow in game".

Fix: tunable cvar instead of hardcoded divider

mnk_raw_input_scale (default 0.5) replaces the hardcoded /8. Surfaced in launcher Settings → Mouse → "Raw Input Scale" so you can dial to your mouse DPI + preferred feel. Existing mnk_sensitivity keeps its previous semantics — mnk_raw_input_scale is a separate pre-stage that normalises raw count magnitude to the pixel-delta scale that mnk_sensitivity was originally tuned for.


Update path

Existing v1.1.x users: launch PlayDownpour.exe and click the pill notification at the top — v1.1.3 installs in place. Your saves, settings, and warm shader cache are preserved. After upgrade, if mouselook still feels off → use the table above to tune it.

🤖 Generated with Claude Code

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