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Questions about relationship between ingame res and mouse dpi CS:GO - Page 2

post #11 of 54
Like someon said it is about the angle skipping, although I'm not sure that is quite the right way to word it but we get the point. It also comes down to placebo. Have someone else set it for you without saying anything. You may still notice it but not as much (I've tried it). And like someone else said, Valve was trying to hit it big on console with GO.
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post #12 of 54
Call me crazy but CS:S and CS:GO always felt more responsive to me. 1.6's aiming felt really...weird. Like I was afflicted with a combination of mouse acceleration and significant input lag. Do you have to play with some console commands to make the mouse feel better?
post #13 of 54
m_filter 0, m_rawinput 1, m_customaccel 0, joystick 0

Also depends on whether it felt less reponsive to you ever since that major porting update Valve rolled out 2012 for no apparent reason. Use the "-nofbo" launch option and make sure it's set to OpenGL rendering. Not sure how modern drivers interact with the game; I always make sure to manually disable multicore and multithreaded support. I think Valve added those later, but the game was originally made without that in mind and singlecore rendering always felt better and is better at keeping frametimes consistent (i. e. less microstuttering). Besides, even the oldest CPU will consistently render 100fps @ 640x480p on one core. tongue.gif
post #14 of 54
Quote:
Originally Posted by HAGGARD View Post

m_filter 0, m_rawinput 1, m_customaccel 0, joystick 0

Also depends on whether it felt less reponsive to you ever since that major porting update Valve rolled out 2012 for no apparent reason. Use the "-nofbo" launch option and make sure it's set to OpenGL rendering. Not sure how modern drivers interact with the game; I always make sure to manually disable multicore and multithreaded support. I think Valve added those later, but the game was originally made without that in mind and singlecore rendering always felt better and is better at keeping frametimes consistent (i. e. less microstuttering). Besides, even the oldest CPU will consistently render 100fps @ 640x480p on one core. tongue.gif

Thanks, very informative thumb.gif I played CS since beta and never experienced any issues with mouse responsiveness until sometime during 1.6, so it must be that porting update where you needed to use some console commands to get decent aim.
post #15 of 54
You're not losing your mind OP, I'm in the same exact situation. I play both 1.6 and CS:GO but I cannot get my mouse in CS:GO to behave the same as 1.6. Mouse was snappier in 1.6 and I always played on the same sensitivity and resolution for over 8 years. In CS:GO, I'm constantly changing my sensitivity because it never feels the same no matter what....it just feels sluggish.

One thing I can tell you with certainty is that 400 DPI steps are different for each mouse. My 8 year old Intellimouse has 412 DPI and my current DA2013 has 388 DPI. So make sure you account for this when putting your sensitivity.
Edited by bond10 - 1/27/16 at 9:11am
post #16 of 54
Thread Starter 
Where's one of these super mouse techno freaks when you need them!? haha. This is the closest thing I could find to what i'm talking about on a VERY old thread..
Quote:
Originally Posted by Skylit View Post

^It does, but FPS/3D engines require modification of m_yaw and pitch.

Sucky/quick explanation before im late to class:

Via default engine settings: High Res + lower CPI + high sensitivity combo has a larger control factor.

Via default engine settings: Low res + higher CPI + lower sensitivity combo has a lower control factor and or what can be referred to as "precision"

900 CPI on a vertical res of 900 Pixels is 1:1 or close to it depending on mouse hardware.

CPI and resolution values can be calculated by simply diving one value with another. IE 450 CPI on 600 vertical res= "1.33333~" Sensitivity/360 (0.022) is the same on other resolutions via same CPI, but the feel or amount of control changes as you modify either value.

Higher Sensitivity on 0.022 or any m_yaw/pitch value is less "precise" as you increase it but you gain higher amounts of "control" even if the 360 values are the same compared to other combos.

Default m_yaw and pitch values in quake engines are 0.022. The issue arises if this value isn't or cant be changed. IE: online source engine games clamp m_pitch to 0.022.

What this leads too:

800x600 + 400 CPI (1.5) + 3 Sensitivity + 0.022 m_yaw and pitch

Should =

1600x1200 + 800 CPI (1.5) + 3 sensitivity + 0.011 m_yaw and pitch



I'll rephrase or attempt to explain better later.


Edited by hallux - 1/28/16 at 7:06am
post #17 of 54
I repeat: No meaningful relationship. What Skylit wrote there just doesn't make much sense. "900 CPI on a vertical res of 900 Pixels is 1:1" almost tempted me to stop reading honestly.
post #18 of 54
Everytime this question pops up: http://www.overclock.net/t/1251156/an-overview-of-mouse-technology/#user_v

It's all in there really.
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post #19 of 54
Quote:
Originally Posted by hallux View Post

As title reads I have a question or two about this. While playing CSGO i've always wondered why my mouse/sensitivity has never really felt as good(snappy/precise) as it did in cs 1.6, after many months/years of trial and error(different sensitivites, resolutions, mice) the only thing I can conclude to is that back in 1.6 I used 640x480 res and obviously all the mice back then were 400 dpi and now in CSGO i'm using 1920x1080 with 400 dpi. 640-400=240 difference 1920-400= 1520 difference.

I then changed some settings and went to 1600x900 res with 1600 dpi on my mouse to get the difference down to as low as possible to see how this felt. Surprisingly i've had to lower my mouse sensitivity from about 20" 360 to 25" 360 but my mouse feels extremely snappy and very precise, almost exactly like it felt while playing 1.6. I first thought I was crazy and then lowered my dpi to 800 an kept the same 360 rotation but it did feel considerably slower even though I kept the same 360 rotation. (1600-1600=0 1600-800=800 - .4 at 1600dpi changed to .8 at 800dpi).

I come to you guys to get your thoughts/opinions on this. Am I just losing my aging mind or is there really something to keeping the difference between dpi and resolution numbers close, as in the further the difference between res and dpi the slower the mouse will feel even though you keep the same 360 sens?

Thanks for any responses.

Also try m_rawinput 0. I feel this is way snappier than m_rawinput 1. Coincidentally, f0rest, GTR, and others from 1.6 use m_rawinput 0, https://docs.google.com/spreadsheets/d/1UaM765-S515ibLyPaBtMnBz7xiao0HL5f-F1zk_CSF4/htmlview?sle=true#gid=1762004852
post #20 of 54
Quote:
Originally Posted by ncck View Post

CSGO handles mouse input worse than CS:S and CS 1.6 - I have no idea what it comes down to at all but I can swap between both 1.6 and CSS and my mouse input feels responsive, consistent, and fluid.

In CSGO it's kind of a "meh" feeling. I use raw input and mousespeed 0. Also CSGO is very 'unsmooth' when it comes to character animations - even on 128 tic sometimes people come around corners and their model skips an entire 'phase' of area where they should be walking and just appears at the next spot. It's like going from A to C but skipping the animation at B. That's why when playing online you'll see many pros and experience players place their crosshairs away from corners and door exits. Because by the time the person runs out and is visible on their screen they will run into where the crosshair is - if they kept the crosshair at the 'edge' of where they were coming the person would appear past the crosshair and they'd miss/die (or have to compensate aim). I believe that's both the games lag compensation and poor models which don't properly show movement at play (plus their movement speed being too quick)

This was a console game built from the ground up for an xbox 360 don't forget. But yeah not to go too far off-topic this games input handle is odd to say the least. To me on 1920x1080 400 dpi feels more 'smooth' and 800 dpi feels more 'snapped' as in it'll pick up the tiny movements more frequently - both travel the same exact distance just one feels slightly more floaty. Try them both out and see what you like. Just stick with something and by the time a year is up you'll see how much you've improved. You need to work on muscle memory and crosshair placement to be consistent in this game - cause almost everything shooting related is inconsistent.

Make sure you set in console or your autoexec the command: m_mousespeed 0
That was a command which really made the crosshair feel different.


There's no better or worse between 400 and 800, 800 skips less angles whatever that means but the real difference is just to me one feels like it's floating more. I'm not sure if I'm even explaining it right. They're the same but different.. ok ill just stop now

That bolded piece is probably the best advice. Add teamplay and smokes to that, taking aim duels is 50/50 in this game and utilizing teammates is way more important.
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