GFresha wrote:1) Why is it recommended to use high DPI and lower in game sens especially when using ULMB?
2) Why don't I see this same thing recommended for things like gsync, no sync, etc... Why is it more important in ULMB compared to other sync methods?
3) My software has 12000 DPI as max, should I go for 50% of that or lower? How much is "increase DPI"? I am using 800 right now and prob can go up to as high as 2000 or so but highly doubt I can get to 6000 DPI lol, is 2000 DPI good enough for ULMB?
Lack of motion blur = easier to see tiny microstutters.
Especially when you're turning slowly left/right, it moves really rough at 400dpi. The ULMB jitters.
You fix that by raising the DPI quite a bit, and reducing in-game sensitivity. Now slow mouseturns are smooth, much easier to track moderate-speed moving objects during ULMB. Your slow mouse tracking speed is effectively the same, but is a lot less jittery.
Try slowturning at about 960pps or so -- basically turn in a way that objects scroll horizontally past the screen in about 2 seconds. This will mean your mouse will slide very slowly.
Try this at 400dpi + high sensitivity, then try this again at 1600dpi + reduced sensitivity. You will notice that the latter is MUCH better for slow-speed tracking and medium-speed tracking. Fast tracking will not be affected nearly as much. You just need a mouse that will stay reliable with fast tracking at your high DPI. In the past, many mice did not do this reliably, but most gaming mice will keep tracking at your fastest movement speeds even at 1600dpi and beyond.
It can help GSYNC and VSYNC OFF to an extent but ULMB just particularly benefits a lot more because ULMB amplifies visibility of microstutters (no blur to hide tiny microstutters).
As a result, the use of high-DPI combined with low in-game sensitivity, can make playfeel of ULMB better. Getting that "TestUFO smooth zero blur effect" supersmooth slowturns in video games requires very accurate ultrahigh DPI.