Tell wrote: ↑20 Jan 2024, 07:26
This isn't about respecting preferences this is someone unintentionally sabotaging their game-play by using horrible settings. The OP is using an in-game sens of 34 with 8600 dpi and wondering why mouse movement is acting oddly.
OP, are you using 8600 dpi, or 800 dpi? (8600=common Internet typo)?
If 800, that's too low for 360Hz without slowturn mouse jitter;
If 8600, that might explain the OTHER part of things; it's not a very clean DPI number for a mouse sensor.
Mouse motion blur can occur with both! (high-frequency jitter from mouse mathematics problems) High-frequency stutter/jitter (vibrating faster than flicker fusion threshold) from bad mouse mathematics, can also be additional persistence motion blur too.
If you want to use the stratospheres of dpi --
they actually sometimes help champions yes but it must be handled CAREFULLY -- try using the numbers that are divisible by your mouse sensor rates and internal max-DPI rate (e.g. if a mouse sensor maxes out at 64000dpi or 12800dpi, use a lower DPI number that cleanly divides that, the number 8600 will produce unclean mouse mathematics). For example, many sensors use 24KHz readout, so using rounder numbers may produce better mouse mathematics (internally in mouse firmware, and in mouse drivers, and in-game). That's often incidentally why 4KHz and lower often 'feels' better than 8KHz.
- Odd DPI numbers sometimes feels odd (interpolated) with mouse firmwares.
- Some games don't like ultralow or ultrahigh numbers
YMMV of course, but even 8000dpi (in theory) can be better than 800. But 8600 is a rather odd number that may produce wonky mouse mathematics (round-off/interpolation effects) in mouse firmwares.
Stratospheric DPI numbers CAN WORK, but they do need to be calibrated carefully within the capabilities (mouse sensor, mouse firmware, mousepad, mouse feet, mouse drivers, game, game engine).
The mouse mathematics is only as good as the weakest link.
If there is NO WEAK LINK, then 8000dpi is capable of out-competing 800dpi (CONFIRMED) in the refresh rate race (I've seen it happen). The problem is WEAK LINKS. Which ALMOST always happens.
Metaphorically: Don't operate a complex airplane cockpit without flight training (intimate knowledge of settings etc), yadda, yadda... It's not as easy as a paper airplane or Air Hogs toy. It's easy to go wrong with stratospheric DPI settings (even if I've seen 8000dpi or 6400dpi work better than 800dpi in the past).
BTW, 6400dpi is usually more compatible than 8600dpi with most mouse sensors, and is more muscle-memory-preserving for ex-400/ex-800 users, with a proper decimal scaledown of sensitivity settings (e.g. 800dpi x 1sens versus 6400dpi x 0.125sens with 3-digit sensitivity number configuration rather than 1-decimal-digit sensitivity number configuration). However, your mousepad and mouse feet will have to be particularly clean, because while your slowtracks are going to become AMAZING, it will also jitter on every nanoparticle on your mousepad. So up your mousepad-quality game, if you want to out-compete 800dpi users with 6400dpi... It's a tad aggressive but I've seen out-championing before.
Some sensitivity settings in game menus will only let you adjust 1 decimal digits, THAT WILL NOT HELP YOUR MUSCLE MEMORY. If dividing your sensitivity number by 8 and it requires 3 or 4 or 5 decimal digits (to scale 800dpi -> 6400dpi for muscle memory preservation), you must must find a way to manually edit a
.CFG file to add those extra decimal digits!!! Plus, your turbo mouse arrow will need to be slowed down by other means too (to get the same 800dpi feel). No choice.
However, it's risky for mouse mathematics in-game. Things easily go wonky in many games, if they're using lower-precision integers or floats for internal mouse mathematics. Try to stick to sensitivity numbers that doesn't require that many digits.
In computer programming, mouse mathtmatics sometimes is calculated inside the firmware and inside the game engines using various data types such as:
int32 datatype = up to 65536 different integers
int64 datatype = up to 4294967296 different integers
float datatype = only 6 to 7 decimal digits
double datatype = 15 decimal digits
The best game engines use the 'double' datatype for interim mouse mathematics, but many older engines such as CS:GO do not! Which means math roundoff-errors in computer programming of the video game engine, creating wonky mouse movements.
Conclusion: If you must go into dpi stratospheres, try to use clean numbers that don't produce many decimal digits when:
(A) Dividing mouse's max DPI by your preferred DPI; should result in an integer. And if possible, a simple power-of-two integer (ideally); and
(B) Not too many non-zero digits when multiplying dpi by sensitivity; and
(C) Dividing your mouse sensitivity number when scaling away from your old 400dpi-800dpi routine.
Note: The adjusted sensitivity number should be a very mathematically clean number (0.125 or 4 or 10 or 16 is better than 0.13423453 or 3 or 9 or 11 or 17), preferably not an odd number nor containing too many decimal digits
This is not a 100% hard-and-fast rule, but using utilities such as
www.mouse-sensitivity.com will help. I'm just telling you different game engines will have more wonky mouse mathematics than other. This advice may or may not be bad for specific games (there's line-item exceptions sadly), but keeping your numbers clean will make your mousefeel much better.
The best combos will perfectly scale 6400dpi feeling as if it was 800dpi (and if you slow down your mouse pointer to stay 800dpi-like, via other means),
The worst combos will just make the game UNPLAYABLE.
This doesn't always help, but it helps some engines, some mouse drivers, and some mouse firmwares. IT TAKES ONLY ONE WEAK FOR DPI STRATOSPHERSE TO FAIL. But it can work, if you find the magic settings!
Which is why sometimes 1600dpi "sometimes didnt work well in CS:GO" and why "sometimes it worked well in CS:GO".
But newer engines have more precise mouse mathematics, but they are not always 100% perfectly precise, and I am finally starting to see champions at 6400dpi (and up). So high-DPI is alive and well in esports, it just requires:
1. Better mouse sensor
2. Better mouse firmware
3. Better precision mousepad
4. Clean mouse feet
5. Better mouse drivers
6. Better game/mouse/windows settings
7. Better game engine
It must be 1,2,3,4,5,6,7 concurrently for 6400dpi users to out-compete 800dpi users (truth!)
Otherwise, the 800dpi users win.
Just make (if you go into the stratospheres) you don't accidentally use numbers that will produce weirdnesses (math roundoffs / high-frequency jitters that turns into blur / etc). I've seen mouse motion blur occur with high DPI before, because of high-frequency mathematics roundoff errors.
But I will close out: The new esports gold standard should be far above 800dpi now for 360Hz+ users.