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Useful DPI calculations

post #1 of 13
Thread Starter 
According to this http://www.funender.com/quake/mouse/index.html

My estimated useful dpi is 331.7534189035487 with the following settings.

Mouse resolution: 400
In-game resolution width: 1920
Windows sensitivity multiplier: 1
Field of view (fov): 106.26 (CS:GO)
In-game sensitivity: 3
cl_mouseaccel (m_accel): 0
m_yaw: 0.022 (default)

Yet with the calculations from ESReality Pixels in 360 degrees = 1920 * 3.387916431394692 (360 divided by fov) = 6504.799548277809 divided by 13.636363636363636 (inches/360) = 477.0186335403729 useful DPI.

As you can tell I've came up with 2 different results, why are the calculations different and which one should I go off? This is purely out of interest, no settings will be changed.
Edited by jr92 - 1/30/13 at 4:42pm
post #2 of 13
Why did you set "400" as your mouse resolution? Shouldn't it be the mouse's max DPI?
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post #3 of 13
They are different because they use entirely different pixels to reach those results. Read section v in this thread, that should hopefully clear up your confusion: http://www.overclock.net/t/1251156/an-overview-of-mouse-technology
post #4 of 13
Quote:
Originally Posted by Artifact View Post

Why did you set "400" as your mouse resolution? Shouldn't it be the mouse's max DPI?

You shouldn't use the mouse's max DPI because not all mice perform well at max DPI. As long as there is no interpolation, I don't see any problem not using a higher DPI...
post #5 of 13
Thread Starter 
Quote:
Originally Posted by wo1fwood View Post

They are different because they use entirely different pixels to reach those results. Read section v in this thread, that should hopefully clear up your confusion: http://www.overclock.net/t/1251156/an-overview-of-mouse-technology

Thanks, so based on that how would these values change

Hor_res / m_yaw / FOV / max_px sens / av_px sens / min_px sens
1920 0.022 90 2.713 2.131 1.357

If the fov became 106.26? I can't figure it out.
Edited by jr92 - 1/30/13 at 7:01pm
post #6 of 13
I don't think that fov does change sensitivity, maybe the perception of it but probably not the sensitivity although I did notice that with resolutions sensitivity can feel different, though can't comment on that much. Perhaps skylit can enlighten us though I'm pretty sure there is a thread on this already.
post #7 of 13
Quote:
Originally Posted by jr92 View Post

As you can tell I've came up with 2 different results, why are the calculations different and which one should I go off? This is purely out of interest, no settings will be changed.
As wo1fwood said, the same method but different approach.

All "useful DPI" calculations are based on idea that you don't need more precision than one pixel. In 2D this is obvious, but in 3D games you rotate by horizontal and vertical angles, so there are two questions:
1. What angle is "covered" by one pixel?
2. Do all pixels "cover" the same angle, if not, which one take to consideration?

Sujoy from ESR did it simple way, his assumption is: each pixel "covers" the same angle (it isn't true). This method is simple, at least when game uses 90 degree FOV, and gives good results.

The other method used at funender.com is more accurate. It calculates actual angle of pixel at your cross hair. This always gives smaller DPI than ESR method, because pixels at the center of the screen "cover" larger angle than those at the border (this is why I call ESR pixel "average pixel"). This is good and bad. Good because by rotating you usually mean moving cross hair to different position, you don't care about border pixels. Bad because at this conditions all other pixels further from the center of the screen will "skip".

Personally I don't like both methods. They create false impression that precision in game depends on mouse DPI. At least these methods illustrate that high DPI is pretty much useless for FPS games.

It's good to remember these facts:
1. precision depends only on games settings like sensitivity (m_yaw, m_pitch) not your mouse DPI,
2. you don't need to rotate "by whole pixel" to notice difference on screen, so theoretically you still benefit from settings below "pixel skipping" border,
3. screen resolution doesn't matter, if you do fine with your settings at 640x480, you'll do fine at 1920x1080 too, even if "pixel skipping" a little,
4. accuracy is better at larger cm/360 distance.
Edited by Glymbol - 1/31/13 at 2:12am
post #8 of 13
Quote:
Originally Posted by raisinbun View Post

You shouldn't use the mouse's max DPI because not all mice perform well at max DPI. As long as there is no interpolation, I don't see any problem not using a higher DPI...
That still doesn't explain why 400 is there.
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post #9 of 13
It's there because he uses 400 DPI.
post #10 of 13
Quote:
Originally Posted by zulk View Post

I don't think that fov does change sensitivity, maybe the perception of it but probably not the sensitivity although I did notice that with resolutions sensitivity can feel different, though can't comment on that much. Perhaps skylit can enlighten us though I'm pretty sure there is a thread on this already.


Not claiming this to be correct, but I personally look at things from a 2D aspect which reflects relative distance between independent non static dot per inch scaling (mouse) and monitor resolution width/length. You wan't a comfortable setting in an out of game.

This topic gets overcomplicated with false interpretations of "needed" DPI and what not. Glymbol has a much better understanding of 3D calculation than I do.
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