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post #31 of 54
@CorruptBE:

Still doesn't make sense to me. It doesn't matter whether you multiply the "sensitivity * m_yaw/pitch" unit before or after multiplying with itself: (2 * 3) * 0.022 = 0.132°; 2 * (3 * 0.022) = 0.132°. In what regard are they not "exactly" the same? Either Skylit has some insight into the game engine and can talk more to those "recalculation effects" or I'm beat. Setting m_yaw 0.066 and then using sensitivity 1 is exactly the same angle result as setting sensitivity 3 with standard 0.022 yaw; I don't get what he means with the "true 0.066 angle". And then I still don't get how this would relate to the game resolution at all.
post #32 of 54
https://www.youtube.com/watch?v=EplLoJFyTL0


Pretty cool video showing pixel skipping at 2.4 sensitivity and 400 dpi.
post #33 of 54
@hallux

Read the unspecific mouse thread. I went over some of this stuff, you mau find it helps smile.gif
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post #34 of 54
Thread Starter 
Quote:
Originally Posted by bruzanHD View Post

@hallux

Read the unspecific mouse thread. I went over some of this stuff, you mau find it helps smile.gif

Anyway to get a direct link my man?
post #35 of 54
Quote:
Originally Posted by bond10 View Post

https://www.youtube.com/watch?v=EplLoJFyTL0


Pretty cool video showing pixel skipping at 2.4 sensitivity and 400 dpi.

That skipping is due to fov 1, because the estimated useful CPI is a function of the fov. At regular fov you won't see the jittery behavior and also not when scoped in due to scoped sensitivity being lower.
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post #36 of 54
Quote:
Originally Posted by Ino. View Post

That skipping is due to fov 1, because the estimated useful CPI is a function of the fov. At regular fov you won't see the jittery behavior and also not when scoped in due to scoped sensitivity being lower.

On my za13 i tried jumping to 1600 dpi 0.4 sens (regular is 800 and 0.8), just to experiment, and it felt floaty/laggy and waaaaaay worse. Changed it back after a couple of seconds of moving around.
post #37 of 54
Quote:
Originally Posted by Ino. View Post

That skipping is due to fov 1, because the estimated useful CPI is a function of the fov. At regular fov you won't see the jittery behavior and also not when scoped in due to scoped sensitivity being lower.
"Estimated useful CPI" does not mean anything, it's an arbitrary number to indicate something that doesn't matter. FOV, resolution or aspect ratio has never had anything to do with angular granularity or "useful CPI". What matter are the distances you are shooting to, how precise you have to be (e.g. CS:GO shot biasing) and the sensitivity value itself.

In this case, the angle you turn is exactly the same in regular FOV and FOV 1. FOV 1 just shows the stuttery motion/skipped angle better because it's proportion to the FOV is much higher. Zooming in is a different scenario entirely because it uses zoomsens, usually a lower sensitivity value which itself makes the angular granularity better.
post #38 of 54
Quote:
Originally Posted by viowastaken View Post

On my za13 i tried jumping to 1600 dpi 0.4 sens (regular is 800 and 0.8), just to experiment, and it felt floaty/laggy and waaaaaay worse. Changed it back after a couple of seconds of moving around.

Yeah, anything over 800dpi just feels bad and floaty. Even 800dpi feels weird compared to 400dpi. I use a Rival btw
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post #39 of 54
The difference in accuracy (atleast in cs:go) for the smallest of micro movements is kinda clear for me comparing 400 and 800dpi with my EC2-a, even without any zooming in. Sensitivity being 1.1 with 800dpi and 2.2 400dpi.
When testing look at the backround and how that rotates, then it should become obvious. Also the overall "feel" is a little different, when doing big swipes and stuff.
Anyway 400dpi is still incredibly accurate for a game like cs:go where you really need to sometimes be very precise to long range headshot someone. I use 800dpi because its my preferred sensitivity for windows and then I never need to change it. Also because Im used to it and it might even be very marginally better.
Im not that surprised that almost all CS pros use 400dpi, when they have many native dpi steps available. Differences are so small so it makes sense to use something that you're used to.
post #40 of 54
Quote:
Originally Posted by trism View Post

"Estimated useful CPI" does not mean anything, it's an arbitrary number to indicate something that doesn't matter. FOV, resolution or aspect ratio has never had anything to do with angular granularity or "useful CPI". What matter are the distances you are shooting to, how precise you have to be (e.g. CS:GO shot biasing) and the sensitivity value itself.

In this case, the angle you turn is exactly the same in regular FOV and FOV 1. FOV 1 just shows the stuttery motion/skipped angle better because it's proportion to the FOV is much higher. Zooming in is a different scenario entirely because it uses zoomsens, usually a lower sensitivity value which itself makes the angular granularity better.

It matters because any changes in granularity higher than with "estimated useful CPI" are not visible at given resolution/fov. It's sub pixel accuracy which one could argue being useful somehow or improve feeling, but you can actually aim just fine at everything you see. I prefer the feeling of 400 CPI 1.83 sens to 1600 CPI 0.46 sens. It doesn't really matter that much, as for the longest time I actually played with 1800 CPI (DA 3G) and that worked fine, but if the DA had worked fine at 450 CPI I would have used that.
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