   Raw Input mouse problem
  I've been working on a new engine for some time now and recently decided to rewrite the input system to use Raw Input. I did this because I am unfamiliar with Raw Input and thought it would be a good learning experience.I used the unbuffered method where you handle WM_INPUT messages. Everything seems to work fine, except, when I enter fullscreen with NVidia's 3D Vision active, my Raw Input system slows to a crawl. It's just the Raw Input, not the rendering (I'm rendering stuff in the background and it goes just fine). The mouse basically becomes unusable and if I press the Esc key (which I use to close my test app) it will take forever before it responds. In my debugging I have found that if I don't move the mouse at all, the Esc key will cause the program to exit immediately (like it should). It seems to me that I'm building up WM_INPUT messages somehow. Either there is something horribly wrong with my WndProc (which seems unlikely, since it works fine with 3D Vision disabled) or else I need to use buffered input - which is frankly blowing my mind at the moment.If anyone has any experience with Raw Input, I would really appreciate their insight and suggestions. I can post code if someone thinks it would help.   
Make sure you are reading ALL the messages every update.  Also make sure you are handling then in batches rather than individual calls.  The mouse (and various other input devices) can generate a ton of input events; they need to be cleared out quickly.   ;  Hey, that was exactly the kind of hint I needed. I ended up throwing PeekMessage() into a while loop and processing all messages. Worked like a charm.Thank you.As a side-note, you mentioned handling them in batches? Could you point me the right direction as to how to go about doing that?   