On very high DPI, mouse sensors start to interpolate rather than actually measure your mouse movements. On very low DPI, your mouse might not be sensitive enough to pick up small movements.
Stick to 800 DPI if you're playing at 1080p. You'd only want to use more if you're playing at higher screen resolutions and even then not that much more.
some games have really odd sensitivity handling. apparently overwatch has some weird pixel skipping over 3.5 ingame sensitivity but I haven't bothered figuring out if it is true or not. probably not a big deal even if it is.
and some mice have jitter on high DPI, so it's best to keep it at a lower DPI if you notice jitter.
with the 3360 type sensors that I like, jitter doesn't appear to be an issue at the DPI settings I use, plus they should not have smoothing <2000dpi (3366 iirc doesn't have any changes at any steps though?) so I have it set to 1200 dpi and "1" in-game sensitivity for source-based games (TF2, CSGO).
and some older sensors have a native DPI which all the other DPI scales off of. so you pretty much have to use the native DPI for ideal performance.
raw-input settings might make a difference too.
however you should test it out to see if you can notice any difference, they tend to be very subtle if any.
On very high DPI, mouse sensors start to interpolate rather than actually measure your mouse movements. On very low DPI, your mouse might not be sensitive enough to pick up small movements.
Stick to 800 DPI if you're playing at 1080p. You'd only want to use more if you're playing at higher screen resolutions and even then not that much more.
I play at 1080p by the way. Currently with my new mouse I have it set at 800 DPI for gaming and on desktop use it's 1200 DPI. I also set the polling rate to 500Hz.
Does that sound like normal ?
I play at 1080p by the way. Currently with my new mouse I have it set at 800 DPI for gaming and on desktop use it's 1200 DPI. I also set the polling rate to 500Hz.
Does that sound like normal ?
Normal is what feels best for you, my sensitivity (logitech g502) is 10,000 on a 12,000 dpi sensor for regular desktop @ 1080p I can cover all 4 corners with less than a half inch of movement and it's slow enough to highlight individual text letters with ease with a polling rate if 1000hz.
If gaming I have 5 lesser values to switch to on the fly, but if you're used to 800dpi gaming then calibrate the in game value to that so it feels best for you.
On very high DPI, mouse sensors start to interpolate rather than actually measure your mouse movements. On very low DPI, your mouse might not be sensitive enough to pick up small movements.
I like to keep my games' default sensitivity settings in case the settings for my game get reset somehow. If I had changed them, I would forget what they were set to if that happened. The only time I change my game sens settings is if it makes tracking better for that particular game.
Wow you're really getting a range of answers here. I'll add to it.
I play a wide range of games, and I've never had a problem adjusting the in-game sliders. I run a Corsair SABRE mouse with a default DPI of 3200. That is good for me for most games. But there are definitely games where I want higher or lower DPI so I use the in-game sliders to adjust them to perfection.
If I have to reinstall Windows or something (which I do usually every year or two when I build new systems) it's easy enough to find the settings I like again. It's not like I suck with the default settings anyway ... this is just that little bit better.
So there isn't any problem when using the in-game sensitivity sliders. That's what they're there for.
1. Set the CPI you're comfortable with on desktop.
2. For MOBA&RTS, use the desktop sensitivity and stay away from the in-game setting. Adjust the "relative" cursor sensitivity via resolution changes.
3. For FPS, tune the in-game sensitivity to ones you're comfortable with at your CPI.
Report your (game-specific) configurations in the following format:
FPS:
2.5sens@800CPI
MOBA:
800CPI@1080p
I emphasized "game-specific" because different FPS may use different reference angular increments which results in differing sensitivity values between two games.
Avoid at all costs the ambiguous "eDPI" nonsense in reporting game-specific sensitivities for FPS games.
Game-independent settings are reported by the following units:
Like above, Pick a DPI thats comfortable enough for desktop use. This normally translates linearly for RTS and MOBA. For FPS, adjust sensitivity in game to what feels good on a personal level.
Avoid and ignore people claiming pixel skipping because it doesn't exist. Yes a cursor can be more granular, but it's literally irrelevant unless you're using a ridiculously high in game sensitivity because you're on 200 dpi for god knows what reason.
Ingame sensitivity is just a multiplier of the angle by which your view moves for every dot of movement your mouse registers.
"Pixel skipping" happens all the time so to speak, it's just that the field of view is too wide to see (if you zoom in you can see little jumps) but in extremely high sens case like 400 dpi with >6 sens you can see some irregularities because 1 unit/dot of mouse movement becomes big enough to notice even at normal FoV.
"Pixel skipping" happens all the time so to speak, it's just that the field of view is too wide to see (if you zoom in you can see little jumps) but in extremely high sens case like 400 dpi with >6 sens you can see some irregularities because 1 unit/dot of mouse movement becomes big enough to notice even at normal FoV.
That's actually false. In-game rotations are just a matter of more vs less granularity, with size of turn increments varying smoothly as you change your sensitivity values. What you'll see in-game is just simply increments of exactly the same size for each count. There is no "skipping" of the established increment. Unless you're using the Unreal3 engine.
True, but actually, its a little more complicated than that, what you call granularity can cause the crosshair to jump over your target sometimes called pixel skip, in order to get rid of this that is be able to reach every single point you see on your monitor you need to have a high enough ingame sens comparitvely to other factors like your dpi, screen resolution and field of view.
Engine induced rotation glitches are an entriely different topic.
Of course you can play with less than required ingame sens and still perform brilliantly, the effect is minor, it's just that you won't be able to reach every single point.
Stick to 800 DPI if you're playing at 1080p. You'd only want to use more if you're playing at higher screen resolutions and even then not that much more.
The only thing you have to worry about in FPSs is that you don't raise your ingame sensitivty so high that you experience angle skipping when you try to aim at small or distant targets. This is not pixel skipping, 3d games do not use pixels for collision anywhere.
The only thing you have to worry about in FPSs is that you don't raise your ingame sensitivty so high that you experience angle skipping when you try to aim at small or distant targets. This is not pixel skipping, 3d games do not use pixels for collision anywhere.
sensitivity in game sets the angular value of crosshair movement of a single count received from mouse, so that's rather a proper term. After all pixel skipping is what we see on the screen as the effect of angle skipping.
On the other hand, angle skipping also happens when there is no pixel skipping to be noticed, and then angle skipping is arguably irrelevant, while pixel skipping is never(in this mouse world that is).
It boils down to this: there are literally no pixels in the game logic of 3d games. Your monitor's resolution has nothing to do with how finely you need to aim to hit things. Playing at 480p or 4k gives you wildly different pixel sizes, but the gameplay is exactly the same, and so is how accurately you need to aim.
Pixel skipping never described anything about aiming in FPSs.
It depends, assuming the game FoV stays the same at all resolution, when you increase resolution for every degree of rotation you now have a few more dots, in order to reach those additional dots you need to increase your dpi a bit (and lower your sens equally to keep the same 360),
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