Razer_TheFiend wrote: ↑05 Oct 2020, 22:42
I'm not so sure about this because the viewport is different in zoomed and unzoomed views. Is the zoom_sensitivity_ratio = 1.0 in your test?
At long ranges, you do get way better results with high DPI:
https://youtu.be/NUiGkDB_48s?t=151
vs
https://youtu.be/NUiGkDB_48s?t=257
A lot of good players who play at 400/800DPI don't even realize this, because they compensate for it by making heavy use of their movement keys to make fine adjustments of aim at long range. You move your mouse about 90% into the correct location, and as "vertically correct" as possible, then strafe to get the crosshairs onto the enemy. Obviously this is not ideal, but it covers up some of the inferiority of low DPI at range.
Competitive gamers subconsciously adjust for the limits of hardware without even realizing it. They simply test which aiming strategies result in hits, and which do not - and in a Darwinian way, the strategies which favorably work around hardware limitations are the ones that win and get passed on. I realized after moving from a 1khz mouse to a 8khz mouse that I had been subtly trained by 1khz mice not to attempt flicks past a certain distance. I always chocked it up to "well, I guess the aiming odds just aren't good past that range," except when I swapped to 8khz the range got much further out. I realized then that my brain had adapted for all those years to a particular hardware limitation. Competitive gaming is filled with this. The specific speed at which they pan their camera around to maintain visual acuity, the specific way they strafe their characters, and yes, in particular, the way they aim & shoot - all of this is influenced heavily by the properties of gamers' hardware in ways that are not immediately obvious.