It just means using the windows based cursor rather than one drawn by the application.
By default this is what you use in XNA Framework... unless you are drawing your own cursor its the windows one.
Show it with IsMouseVisible=true; on the game object
I admit to not knowing how it works though but its pretty easy to show the lack of responsiveness - draw a sprite at the current mouse position and see how it lags behind. I suspect if has something to do with the way DirectX buffers its display to the mouse coordinates are 1 (or more) frames behind.
Play Kissy Poo - a game for 4 year olds on Xbox and windows
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