Re: What high DPIs are recommended? i'm sooo confused
Posted: 22 Jun 2022, 13:57
Yep! The word here is more "reactive", even Cpate from Logitech talked about this some years ago and generated some discussion on OCN about, higher DPI/CPI doesn't have less input lag, it's just more "reactive", for obvious reasons.
Of course. I'm considering an hipotetical mouse that has a consistent behaviour at any set DPI/CPI value. Some older mice (but still vastly used, like PMW3310 Zowies or some older Deathadder models) for example might have higher input lag on high CPI values because of smoothing frames on the MCU.
Everything will be handicapped by the polling rate frequency anyway, and no one flicks a single count of movement. So it's mostly pointless to raise it, specially at ludicrous levels.
I mean, even at 800 CPI, you're already moving a single count for a 0.08~mm movement, which is already bigger then the average human hair diameter. I'm pretty sure that this is already an excellent value for the average human dexterity limitations.
Even players with very high sensitivity, like s1mple, 800 might be more then enough.
High CPI can feel quite different depending on the engine, also some sensors may have more deviation in some CPI steps then others, which may explain why it might feel so different. Also the visual shimmering that I've posted is a thing that might be affecting your overall "feeling". Because of this shimmering, High CPI feels generally "floaty".
And finally... Most games DOESN'T SUPPORT SUBFRAME INPUT. CS:GO is one of then, and it's already quite limited by the FPS value of the game. Only Reflex Arena and Overwatch support Subframe input AFAIK.
Valorant might also support with the Raw Input Buffer option, but I'm not 100% sure.
I'd say the "usable" range, even for high sensitivity players might be about 400~1600 CPI. But it doesn't necessarily hurt to play at 30000 CPI, it's just pointless.
Of course. I'm considering an hipotetical mouse that has a consistent behaviour at any set DPI/CPI value. Some older mice (but still vastly used, like PMW3310 Zowies or some older Deathadder models) for example might have higher input lag on high CPI values because of smoothing frames on the MCU.
Everything will be handicapped by the polling rate frequency anyway, and no one flicks a single count of movement. So it's mostly pointless to raise it, specially at ludicrous levels.
I mean, even at 800 CPI, you're already moving a single count for a 0.08~mm movement, which is already bigger then the average human hair diameter. I'm pretty sure that this is already an excellent value for the average human dexterity limitations.
Even players with very high sensitivity, like s1mple, 800 might be more then enough.
High CPI can feel quite different depending on the engine, also some sensors may have more deviation in some CPI steps then others, which may explain why it might feel so different. Also the visual shimmering that I've posted is a thing that might be affecting your overall "feeling". Because of this shimmering, High CPI feels generally "floaty".
And finally... Most games DOESN'T SUPPORT SUBFRAME INPUT. CS:GO is one of then, and it's already quite limited by the FPS value of the game. Only Reflex Arena and Overwatch support Subframe input AFAIK.
Valorant might also support with the Raw Input Buffer option, but I'm not 100% sure.
I'd say the "usable" range, even for high sensitivity players might be about 400~1600 CPI. But it doesn't necessarily hurt to play at 30000 CPI, it's just pointless.