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Need clarification on low DPI vs high DPI. - Page 5

post #41 of 128
Quote:
Originally Posted by Bucake View Post

so you recommend lying in stead of searching for words and references they understand?
you are teaching them something of which you know it's untrue, it's no good.
throwing gasoline on fire, man!

plenty of people wouldn't know at all that pixel skipping does not actually mean pixel skipping in this example. haven't you seen the thousands of posts of people simply repeating what others say? with little to no reference, they will take your word for it when you say "pixel skipping".

Quote:
Originally Posted by omnislash63 View Post

So @Bucake find us a better term or we gonna get stuck with it.

What about this then:

"angle-skip" again m_yaw 0.022

zero angle-skip = sensitivity 1 and below
soft angle-skip = between sens 1 and 4
hard angle-skip = between sens 4 and 5
definitely-lower-your-cpi angle-skip = above 5 sens

lol

whatever.. not being serious right know.

what about "m_yaw/pitch-x10-skip" thats definitely not how you want to play the game.
post #42 of 128
Quote:
Originally Posted by dutC4 View Post

That stairstepping thing in CS:GO has bothered me for a while though. I'm not entirely sure why we see it and why we don't. It's not the biggest issue, it seems to only happen (or be noticable) when you move the mouse stupid slow anyway. On my KPM I see the stairstepping effect blatantly at 400 CPI and 1 sensitivity if I move the mouse very slow and the equivalent 5000 CPI and .08 does not exhibit it at all.

CPI doesn't matter for "stairstepping", sensitivity does. You can set fov_cs_debug 1, sensitivity 0.1 and look how "stairstepping" almost disappears. If you set sensitivity to 1, it becomes more apparent. Higher you go, more apparent it is. Higher CPI is needed here just so you don't end up with 200cm/360.

I actually played with 1000 CPI and 3.46 sens in OW right now (the right setting according to the tool linked), and really I found no reason to use it instead of 415 CPI 8.33 sens. As I posted before, it looks concerning when you "measure" it like that player did in the video, but when it came to sniping people with mccree, it still had good granularity. Granted if you go beyond 10 it gets a whole lot worse.
Edited by Melan - 8/31/16 at 3:57am
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post #43 of 128
Quote:
Originally Posted by Bucake View Post

it is not pixel skipping.
in a 3d first person environment, you rotate/roll a certain angle for each (pointer) count the game receives.

We've been over this a couple of months ago.

The problem is not "inside" of the game and how the camera works but on how it is (finally) presented on a flat monitor that exists out of pixels. In a sense you could say that the higher your ingame sensitivity, the more chance you'll have for "skipping" to occur.

In reality it's simply the issue of 1 count of movement that leads to a movement near the crosshair that is bigger then a single pixel.

If we cut up a 360° rotation into small pieces and every piece (yaw/pitch) represents 1 count of movement, if this 1 count is represented as a movement on your monitor that is larger then a pixel, we ourselves as humans can experience this as a sort of "stuttering" or "skipping".

So ideally you basically want to keep these small pieces of our 360° pie smaller then the size of 1 pixel of your monitor, beyond that there's very little use for a higher dpi.
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post #44 of 128
http://imgur.com/a/4lKWK
Edited by daniel0731ex - 8/31/16 at 10:31am
post #45 of 128
Does higher DPI pick up more stuff from the surface? Like bumps, etc
post #46 of 128
Quote:
Originally Posted by iceskeleton View Post

Does higher DPI pick up more stuff from the surface? Like bumps, etc

no
post #47 of 128
Quote:
Originally Posted by iceskeleton View Post

Does higher DPI pick up more stuff from the surface? Like bumps, etc

The optics is always the same. CPI is just the unit that the sensor decide to use internally.

Higher CPI will result in lower certainty.
post #48 of 128
So as people have already said, low dpi doesn't cause pixel skipping, high in game sensitivity causes pixel skipping. People just tend to raise their sensitivity when they lower DPI.

whats the difference between high and low DPI? Well, imagine cutting a pie into 4 pieces vs cutting a pie into 64. Your accuracy with a knife is constant. Your accuracy doesn't change. Same with higher DPI, its using smaller spaces, but it isn't increasing accuracy. But if you cut a pie into 4 pieces those 4 pieces are going to be close percentage wise to each other, while if you cut a pie into 64, some pieces are likely to be twice as big as others. If a sensor count is accurate plus or minus .1 mm, if each count of movement is .2mm, thats going to be way less consistent tracking, than if each count is 4mm long.

So high or low dpi? Use the lowest dpi that allows for your desired distance per 360 with an in game sensitivity low enough to avoid pixel skipping.
post #49 of 128
Quote:
Originally Posted by Atavax View Post

So high or low dpi? Use the lowest dpi that allows for your desired distance per 360 with an in game sensitivity low enough to avoid pixel skipping.

/Thread
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post #50 of 128
ehh seems nobody care to look at my link http://www.mouse-sensitivity.com/forum/topic/5-how-sensitivity-works/



What is sensitivity?

A common misunderstanding is that mouse sensitivity adjusts the speed of the input from the mouse, or the speed of your crosshair/character movement. While increased or decreased movement speed is the primarily perceived effect, what it really does is modifying how far each count from the mouse moves your crosshair.

When you are adjusting the sensitivity, you are actually defining a grid to which your movement snaps. The lower the sensitivity, the finer the grid.


This is sensitivity

The animations on the left show the actual in-game movement for a 1 degree turn in Battlefield 3 with a resolution of 1920x1080 and a FOV of 90. 1 degree with these settings equals 12 pixels. The image on the right display the actual pixels and crosshair movement from the animation, and the black dots represent the grid as defined by the sensitivity. As you can clearly see, lower sensitivity gives you a finer grid, which again gives you more accurate aim and smoother movement. Even at a 1:1 ratio between the grid and pixels, the movement is quite choppy.

Sensitivity: 0.627370 | Counts/degree: 3 | Pixels/count: 4





Sensitivity: 0.311185 | Counts/degree: 6 | Pixels/count: 2




etc

more in the link above.
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