But that's the misconception I had - dpi does not actually tell us anything without ingame sensitivity.
Assume no mouse acceleration and Windows sensitivity at 6/11
Theoretically, with your 600dpi and an ingame sense of 1 that means moving your mouse 1 inch means 600 pixels of movement ingame
If you want to achieve the same with 1200dpi you just lower the ingame sense to 0.5
I run 1600dpi with an ingame sensitivity of (according to the config file) 0.05. The conversion is apparently not 1:1 (otherwise 1 inch of mouse movement would mean 80 pixel ingame movement), but it takes me over 22cm to do a 360 turn (hadn't played in a while so I had the number too high earlier)
If I wanted to run the same ratio at 600dpi I'd just up sensitivity to 0.133
That info is from
here. It might be wrong, I might be misreading it - I don't know anymore.
So what would be interesting is
* what's your sense value in the config file
* how far do you have to move the mouse to do a 360 in game
Obviously this is a rather academic exercise and not really good for anything.
Lastly - all is well from my end. We good?
On this stuff I have absolutely no idea because my settings are based strictly on feel. I have everything setup so I can attain the movement I need at close, medium and long range and still manage enemy movement, weapon recoil, etc.
I used to have this misconception that I require a wide range of movement and it's hurt my gameplay. You don't need to turn 180 quickly because if someone's behind you then you're probably dead anyway. This is the one thing I took away from Comp more than anything and the reason I believe many seem to play with low DPI and low sensitivity (on foot); higher DPI/sensitivity in turreted vehicles.
I went through the exercise months ago and found that the best method for setting up both my DPI and ingame sensitivity was aiming at distance. I could easily see where my issues were in accuracy as well as correction/overcorrection.
The reason I believe this works so well is because you only have a few pixels to work with so any misalignment (for lack of a better word) is made obvious quickly. I recorded it in DXTory just to see how it looked frame by frame and it was horrendous.
I kept working at it until it was at a level that felt natural enough, gave me the mobility I believe I need (which may not be accurate as well but I digress), and helped me stay on target the best at all ranges.
I try to mimic these settings as close as possible in all my FPS games so I can attain consistent aim via muscle memory. I still need to get better at it though across all games and find myself wondering why nobodies printing mouse pads with X and Y Coordinates on them just for this reason.
At higher DPI, I was always fighting aim and missing the target left/right/left/right and it was a battle to get my crosshair on target. This wasn't only with strafing targets, it was with targets coming straight toward me and running away from me.
This was with sensitivity cranked all the way down ingame, raw input/no mouse acceleration and Windows Precise Mouse Movement disabled and slider at 6 (assuming that's half way).
Adjusting sensitivity meant I could improve upon it a bit but I was always correcting myself and getting killed.
Turning down the DPI and leaving the mouse sensitivity low is what was the best solution for me. I found that it was easier to get on target and correct for their movement rather than my poor aim.
...mind you, it took the better part of a week to get used to it.
The way I understand it is DPI is Resolution and the higher the resolution the more sensitive the movement. True you can dial down ingame sensitivity but it only goes so far which isn't nearly good enough, at least in my case. I find myself twitching all over the place in 360 directions.
If I turn down the resolution the twitchiness is still there however it's far less noticeable which keeps me on target better.
...and btw, we've always been good. I typically ignore kitty because it's rare indeed that he actually knows what he's talking about :lol:
Unless it's audio, then he's a God.