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"Hardware Cursor means, that the GPU provides to draw a (small) overlay picture over the screen framebuffer, which position can be changed by two registers (or so) on the GPU. So moving around the pointer doesn't require to redraw the portions of the framebuffer that were previously obstructed."
"Hardware cursors have less latency, and thus provide a better experience, because they are not tied to your game or engine frame rate but to the screen refresh rate.
Software cursors, rendered by you as a screen-space sprite during your render loop, however, must run at the rate of your game engine. Thus, if your game experiences lag or otherwise drops below target fps, the cursor latency will get worse. A minor drop in game fps is usually acceptable, but a minor drop in cursor latency is very noticeable as a "sluggish cursor".
You can test this easily by rendering a software cursor while leaving the hardware cursor on. (FYI, in Windows API the hw cursor function is ShowCursor). You'll find that the software cursor trails behind the hardware cursor."