Originally Posted by Nilizum
Originally Posted by Hackshot
o-l= where the xhair would end up if I was off 0.9.../400 of an inch
If you move your mouse 0.9/400 of an inch, it will not update a change on the screen because dpi is in integer counts. [...].
Yeah, sorry, think I got a little confused there. I know new counts are only generated after a full distance of 1/400 of an inch of mouse movement, given 400dpi.
Guess what I should've written was 1-0.9.../400 of an inch to the left, whilst it, yes, was supposed to say "0.9.../400 of an inch to the right", there. That's why, in the example I gave, at 400dpi even though I was off 0.9.../400 inch to the right my crosshair was still in the place it would be if I made the movement perfectly - there wasn't sufficient erroneous movement to displace it (had I moved my mouse more 1-0.9.../400 of an inch to the right my xhair would've gone off-target, though). At 800 dpi, in the same example, an error of 0.9.../400 of an inch to the right results in the crosshair arriving at the third count position just because of that - 0.9.../400 of an inch at 800dpi won't generate 2 counts, but 1. It's still more unwanted counts than the 0 counts of 400dpi. That's the aforementioned "margin for error".
I understand that talking about not specific, adimentional points of the 3D world, but objects with height and length, higher dpis yield more positions I can aim at, inside those objects, thus higher dpi would make for a higher margin for error in terms of lack of movement, but a smaller margin for excessive movement, which, during gameplay, in my experience, is a far more common problem(think flick shots).
Again I don't think you said anything wrong in regards to how mouse - game interact, but I don't see how you claim it's not true that at 400dpi I can move my mouse 0.99.../400 of an inch wrongly and the cursor will still be where I wanted it to be, or that 400dpi demands more movement of the hand to produce a change in the cursor position than 800dpi....Edited by Hackshot - 10/17/14 at 11:18pm