Clients can't get high resolution input in Unity8.
Using native (non-nested) Mir servers, clients can get the full speed input stream if they so choose (MIR_CLIENT_INPUT_RATE=0). And it's planned that this will become a formal API feature: bug 1439590
However in Unity8, because it is a nested server, the client no longer has the option of getting this high resolution input.
Examples of clients that utilize high resolution input for improved visual quality:
mir_demo_client_fingerpaint -w--desktop_file_hint=unity8
mir_demo_client_target -n--desktop_file_hint=unity8
You may also want to experiment with those using ultra-high resolution input by adding a kernel parameter: usbhid.mousepoll=1
This is a tricky problem because for touch at least we do want the input stream to be throttled to the display rate from the top level down. Perhaps the answer is to enhance Unity8 to be a full-speed (non-resampled) client and then the clients of Unity8 can then still have a choice of whether they get resampling or not.
Clients can't get high resolution input in Unity8.
Using native (non-nested) Mir servers, clients can get the full speed input stream if they so choose (MIR_CLIENT_ INPUT_RATE= 0). And it's planned that this will become a formal API feature: bug 1439590
However in Unity8, because it is a nested server, the client no longer has the option of getting this high resolution input.
Examples of clients that utilize high resolution input for improved visual quality: demo_client_ fingerpaint -w--desktop_ file_hint= unity8 demo_client_ target -n--desktop_ file_hint= unity8
mir_
mir_
You may also want to experiment with those using ultra-high resolution input by adding a kernel parameter: usbhid.mousepoll=1
This is a tricky problem because for touch at least we do want the input stream to be throttled to the display rate from the top level down. Perhaps the answer is to enhance Unity8 to be a full-speed (non-resampled) client and then the clients of Unity8 can then still have a choice of whether they get resampling or not.