Benchmarking Mice
I have been collecting mice for benchmarking, I think of all the peripherals available mice are the least forgiving, or at least the most transparent. 2026 has also seen a significant shift, with the introduction of the Logitech Superstrike X2 and Razer Viper V4 Pro, each taking a different approach to what the future of HUI (Human User Interface) may look like. In may ways I am a traditionalist, my belief that with hardware entering diminishing returns along with gaming markets becoming insubstantial in comparison to Enterprise A.I, we are approaching (if not already arrived) at a point where there is no longer going to be gen-on-gen advancement in pure compute. Which leads me to mice, and to the market.
It is very difficult to discuss market fluctuations — as the only real way to evaluate is in retrospect — but I do believe that we can make comparative analysis. If we look at the motor industry, or at instruments, a pattern of user experience emerges once a comparative performance is achieved. The term “feel” is often used as an ineffable reasoning for direct, often analogue, experiences, but as software and interactive media is by its very nature digital, there has always been a disconnect between player input and on-screen action regardless of mechanical actuation. With industry norms for televisions now approaching 120FPS, and the majority of OLED (Organic Light Emitting Diode) panels easily achieving the magic sub 13ms response rate, input lag will be noticeable. It is in my opinion that 125Hz potentiometer driven input is sunsetting. From the earliest iterations arcade cabinets have been known to offer Hall Effect technologies and comparatively high refresh rates to the console counterparts, with OLED technology having far more in common with CRT (Cathode Ray Tube) technology than traditional LCD (Liquid Crystal Display) panels, the market will inevitably mirror past instances. Hence the obsession with input. Whist corporate think-tanks may spend millions on marketable ideas, my goal is to ensure that Project Alpha feels cutting-edge in 203X and still above-standard into 204X. Quantum Break (Remedy, Microsoft, 2016), for instance, is limited to 1440p and clearly designed for upscaling and 30fps feeling ancient despite a fairly unique cross-medium approach (pioneered by Defiance, Trion Worlds/SyFy, 2013) when compared to Rise of the Tomb Raider (Crystal Dynamics, Square Enix, 2015), despite releasing a year after. This sets a clear precedent for future-facing technical decisions superseding creative decisions for long-tail revenue generation and brand-identity. Or at the very least, that the decisions should be made harmoniously.
Currently I have in for benchmarking purposes three separate SKU’s:
Logitech Superlight 2
Logitech Superstrike X2
Razer Viper V4 Pro
The current separation comes from a differing of ideologies, Razer with Frame-Sync and Logitech with the Haptic Inductive Trigger System. The Superlight 2 will be used as a scientific control, as the most used mouse by professional e-sports athletes. Currently all mice are using stock skates on the Pulsar Paraspeed pad, but once stock for the newly released models is sourced, all skates will be X-Raypad Obsidian. Both Paraspeed pad and Obsidian skates rate approximately 75% on a scale of slow-to-fast. The primary goal of the current inventory is to ascertain the differences between methodologies, how each methodology changes the gameplay experience of targeted benchmark titles. The secondary goal is to ascertain how these technologies differ through A/B testing for future Project Alpha optimisation. A decision will need to be made if Banshee Interactive will optimise for haptic input, frame-sync, or both technologies (with the expectations that the dominant technology will be available in controllers shortly). How the player interfaces with Project Alpha is the most immediate variable and will decide almost all courses of action from AI behaviour patterns, biome layouts, and pacing, which will inevitably coincide with narrative beats. Whist Project Alpha has no immediate e-sports ambitions, the current goal of benchmarking is to have e-sports-level HUI as the foundation of all Banshee Interactive software from day-zero, prior to engine adoption.
It is also worth mentioning that I personally daily a Logitech Superlight 2 Dex with X-Raypad Obsidian skates.