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post #511 of 2098
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post #512 of 2098
That video title will be the death of some players. tongue.gif
You should have at least named it "Lower sensitivity really is better!" and even that would be arguably false considering what we have been saying here and has been repeated for years elsewhere.

Refer to my previous post: You have a cute 0.7 * 0.022 = 0.0154° granularity there and call that "smooth". You can increase that "smoothness" by a 1 million 540 thousand times (0.0154 / 0.00000001), pleb. Only needs a mouse with 1600 * 1.54m = 2464000000cpi to keep the same cm/360°. Still think we don't need realistic thresholds? But okay, I guess 1600 is still fairly reasonable...

What mouse is that btw. and are you sure it performs the same at 1600cpi?
post #513 of 2098
Looks to be Zowie 3310
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post #514 of 2098
Quote:
Originally Posted by daniel0731ex View Post

If your high CPI setting have lots of jitter it will feel very, very unsmooth ingame.
to the best of my knowledge, the jitter is always there. lower cpi's just mask it because of quantization.
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post #515 of 2098
Quote:
Originally Posted by qsxcv View Post

to the best of my knowledge, the jitter is always there. lower cpi's just mask it because of quantization.

Exactly, that's the point, you want as little as possible.
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post #516 of 2098
Quote:
Originally Posted by HAGGARD View Post

That video title will be the death of some players. tongue.gif
You should have at least named it "Lower sensitivity really is better!" and even that would be arguably false considering what we have been saying here and has been repeated for years elsewhere.

Refer to my previous post: You have a cute 0.7 * 0.022 = 0.0154° granularity there and call that "smooth". You can increase that "smoothness" by a 1 million 540 thousand times (0.0154 / 0.00000001), pleb. Only needs a mouse with 1600 * 1.54m = 2464000000cpi to keep the same cm/360°. Still think we don't need realistic thresholds? But okay, I guess 1600 is still fairly reasonable...

What mouse is that btw. and are you sure it performs the same at 1600cpi?

FK1.

Video is unlisted.

You only need to worry about granularity until your bullets disappear, which I don't know exactly how many units that is, but LONG Dust 2 is one of the farthest, if not the farthest spot in any competitively viable maps ATM.
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post #517 of 2098
lower DPI doesn't make jitter go away. The quantization just hides it. You get the same drift in central location, because it quantizes on output, and it still has jitter in the internal "how many fractions of sensor pixels did I move" calculation. Smoothing actually reduces drift from jitter, but it makes things laggy.
post #518 of 2098
Quote:
Originally Posted by qsxcv View Post

to the best of my knowledge, the jitter is always there. lower cpi's just mask it because of quantization.

Which is the whole point of my post. The jitter will make it feel more choppy ingame compared to lower CPIs.
Edited by daniel0731ex - 2/5/16 at 7:52pm
post #519 of 2098
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post #520 of 2098

Once again, we're talking about different things here. Yes, if you record the jitter on paint, and shrink the "grids" accordingly, it shouldn't have much of a difference. However, what I'm pointing out which everyone is missing is the fact that when in motion the jitter will also manifest in a much more apparent way than if it were hidden through low cpi. The "stuttery" motion of high CPI jitter will be much more irregular than that of the regularly delimited stepping motion.
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