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Silent Hill: Downpour v1.1.4 (mouse saturation root-cause fix)

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@LittleBitUA LittleBitUA released this 28 Jun 16:24
· 2 commits to main since this release

🐭 Mouse tuning guide

Everything below is user-tunable in launcher → Settings → Mouse. Save & Close, relaunch the game.

What each field does

Field What it controls Sensible range
Mouse Sensitivity Linear multiplier on turn rate 0.6 (deliberate) – 3.0 (twitchy). Default 0.7.
Mouse Smoothing EMA filter — higher = smoother but laggier 0.050.20. Default 0.10.
Mouse Acceleration Curve 1.0 = linear. >1.0 = small motions slow, fast flicks amplified Default 1.0. Try 1.31.8 if you want acceleration.
Stick Decay (after stop) How fast the stick re-centres when the mouse stops 0.050.20. Default 0.10.
Deadzone Compensation Smooth ramp so tiny motions still cross the stick deadzone Default 4000.
Invert Mouse Y Off by default.
Raw Input Scale (mouse) Pre-multiplier on raw HID counts. Calibrate to your mouse DPI. See table below. Default 0.20.
Stick Scale (advanced) Mouse-to-stick base multiplier 150 (default) – 1500 (full bypass for Wine / VM).

Raw Input Scale by mouse DPI (with default Stick Scale 150)

Your mouse DPI Try this Raw Input Scale
3200+ DPI gaming mouse 0.08 – 0.15
1600 DPI gaming mouse 0.15 – 0.30 (default region)
800 DPI mouse 0.30 – 0.60
400 DPI office mouse 0.70 – 1.50

Recommended tuning sequence

  1. Set Sensitivity to 1.0 (sane baseline).
  2. Set Smoothing to 0.10 and Stick Decay to 0.10 if you upgraded from v1.0 / v1.1 / v1.1.1 — those had 0.15 / 0.30 as defaults and the launcher preserves your existing values across upgrade.
  3. Set Raw Input Scale from the table above based on your mouse DPI.
  4. Save & Close → relaunch game → sweep camera in an open area.
  5. Still too slow / fast?
    • Slow → bump Sensitivity (1.0 → 2.0 → 3.0), or bump Raw Input Scale one notch up.
    • Too fast → drop Sensitivity (1.0 → 0.6), or drop Raw Input Scale one notch down.
  6. At max settings and STILL too slow? Bump Stick Scale from 150 to 300 / 500 / 1500. Each doubling makes the whole pipeline twice as fast. Also the lever for Wine / VM setups where WM_INPUT raw mouse isn't being delivered.

Direct toml edit (alternative)

Edit downpour.toml next to PlayDownpour.exe. Example "fast and responsive" preset for a 1600 DPI mouse:

mnk_sensitivity = 2.0
mnk_smoothing = 0.08
mnk_decay = 0.08
mnk_acceleration_exponent = 1.2
mnk_raw_input_scale = 0.25
mnk_stick_scale = 200.0

Relaunch game. All cvars hot-reload on next process start.


What's new in v1.1.4 — actual root-cause fix for "mouse very slow"

v1.1.3 only tuned raw HID count calibration; it left the bigger problem in place — a hardcoded kBaseScale = 1500 multiplier inside the SDK's MnK driver. The right-stick pipeline is:

stick_target = curved(mouse_dx_) × mnk_sensitivity × kBaseScale
stick_value  = clamp(stick_target, -32767, +32767)   ← int16 saturation

With kBaseScale = 1500 and mnk_raw_input_scale = 0.5, 1 mm of physical mouse motion at 1600 DPI produced a stick_target of ~280,000 — saturated to 32,767. Setting mnk_sensitivity = 6.0 only made the pre-clamp value bigger; the saturated output was identical. Community report "sensitivity 6.0 = no change" was accurate: sensitivity has no effect past saturation.

Fix

kBaseScale becomes the user-tunable cvar mnk_stick_scale (default 150, 10× lower than the v1.1.3 constant; range 10 – 3000). mnk_raw_input_scale default 0.5 → 0.20.

New magnitude table on a 1600 DPI mouse:

Mouse motion mouse_dx_ stick at sens 0.6 stick at sens 3.0
0.5 mm 6 540 (1.6 %) 2,700 (8 %)
1 mm 13 1,170 (3.6 %) 5,850 (18 %)
1 cm 126 11,340 (35 %) saturated
3 cm 378 saturated saturated

Sensitivity now controls slope from deliberate (0.6) to twitchy (3.0). Mouse hardware DPI tunes via Raw Input Scale.

🤖 Generated with Claude Code