Originally Posted by TranquilTempest
When you're talking about latency, you need to be very clear about which events mark your start and end point, and what latency sources are in between. A muscle memory flick shot between two stationary points is a very different scenario than visually judging when a moving object crosses in front of you, and that's different again to tracking a moving target.
The first one has a plausible mouse-only timing consistency better than 1ms, The other two scenarios include the game engine and monitor as part of the feedback loop/timing cue, so are much worse off.
What I was doing there was just visualizing how many "pixels" or degrees you can move your mouse in 1 millisecond, therefore giving proof that milliseconds matter in extreme situations.
If we try to explain a situation where that relevance would peek. As I said in the video, when one is flicking reactively to either based on sound or visual stimulus. If you see the enemy anywhere in your screen, you can react to that based of muscle memory and some of the times you have to rely on muscle memory on the click timing as well, not being able to "land" the shot.
One can test his clicking muscle memory accuracy by shooting while wiping over the screen and trying to land every bullet on the same spot.
And even when you land your fast flick-shot, trying to do it fast will cause bullet to leave too early if one is used to a certain click latency but uses a mouse with less latency.
Also, sometimes it is faster to just press the button timingly rather than trying to land exactly. For example when both you and the enemy player are moving and trying to time the shot for the right moment. In those situations I don't really try to land anything but rather to throw my crosshair towards a spot where the head will likely be next and since I don't have time to stop the mouse movement, it is easier to time the click and continue movement towards next possible spot of head instead of completely stop mouse movements on each click.
And btw, flick without slowing down for the landing is much faster and useful in close combat situations where the reaction time is everything. When landing a shot it requires you to first accelerate, then decelerate. When just flicking, you only accelerate..
When doing fast flicks, monitor becomes irrelevant for the shot after initial frame where you see the enemy, since human reaction time is around 150-200 ms and fast flick is faster than that, even if you had time to react, you wouldn't be able to change the momentum of the mouse and your arm in time. You wouldn't be able to react to any stimulus after that point when you see the enemy and start the flick.. Muscle memory requires only the initial frame where your brain reads the distance between your crosshair and the enemy.