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Increasing DPI vs. increasing in-game sensitivity
posted in Q/A Help
1
#1
0 Frags +

What's the difference? I know that both will result in me having to physically move my hand less to turn the same amount in-game, but are there any differences?

What's the difference? I know that both will result in me having to physically move my hand less to turn the same amount in-game, but are there any differences?
2
#2
1 Frags +

certain dpi values can make you click out of screen more easily
changing in game sens wont make this happen

certain dpi values can make you click out of screen more easily
changing in game sens wont make this happen
3
#3
1 Frags +

By increasing cpi instead of in-game sensitivity you will achieve a faster sens without altering the angle each count moves your crosshair. Your sensitivity will still be faster, but without becoming more jumpy/snappy.

At least that's my understanding.

EDIT: I believe Downpour's post is referring to something that's only relevant if you don't use raw input, if you do, the issue doesn't exist.

By increasing cpi instead of in-game sensitivity you will achieve a faster sens without altering the angle each count moves your crosshair. Your sensitivity will still be faster, but without becoming more jumpy/snappy.

At least that's my understanding.

EDIT: I believe Downpour's post is referring to something that's only relevant if you don't use raw input, if you do, the issue doesn't exist.
4
#4
cp_granary_pro
0 Frags +

some mice will jitter more with higher/unstable dpi settings. Try and look for the best dpi with the least jitter for your mouse and use that.

some mice will jitter more with higher/unstable dpi settings. Try and look for the best dpi with the least jitter for your mouse and use that.
5
#5
1 Frags +
downpourcertain dpi values can make you click out of screen more easily
changing in game sens wont make this happen

What do you mean "click out of screen"? I play on fullscreen, if you're referring to windowed mode.

hektikBy increasing cpi instead of in-game sensitivity you will achieve a faster sens without altering the angle each count moves your crosshair. Your sensitivity will still be faster, but without becoming more jumpy/snappy.

At least that's my understanding.

EDIT: I believe Downpour's post is referring to something that's only relevant if you don't use raw input, if you do, the issue doesn't exist.

Could you elaborate a little bit on what "without altering the angle each count moves" means?

[quote=downpour]certain dpi values can make you click out of screen more easily
changing in game sens wont make this happen[/quote]

What do you mean "click out of screen"? I play on fullscreen, if you're referring to windowed mode.

[quote=hektik]By increasing cpi instead of in-game sensitivity you will achieve a faster sens without altering the angle each count moves your crosshair. Your sensitivity will still be faster, but without becoming more jumpy/snappy.

At least that's my understanding.

EDIT: I believe Downpour's post is referring to something that's only relevant if you don't use raw input, if you do, the issue doesn't exist.[/quote]

Could you elaborate a little bit on what "without altering the angle each count moves" means?
6
#6
0 Frags +

I think he's referring to how the game collects mouse movement by default (without raw input), in that it resets the cursor to the middle of the screen every new frame, and draws your crosshair in the next frame based on how much you moved the cursor in the time in-between frames. If your cpi is too high it's possible that you hit the edge of the screen in-between frames, and all extra movement can't be seen by the game.

Edit: See, I'm not really sure about this, but the way I see sensitivity is as a multiplier that defines by how many degrees each count your mouse produces will turn your crosshair.

Sorry, I don't have the best english, what aren't you understanding?

Do you know what's cpi/dpi?

I think he's referring to how the game collects mouse movement by default (without raw input), in that it resets the cursor to the middle of the screen every new frame, and draws your crosshair in the next frame based on how much you moved the cursor in the time in-between frames. If your cpi is too high it's possible that you hit the edge of the screen in-between frames, and all extra movement can't be seen by the game.

Edit: See, I'm not really sure about this, but the way I see sensitivity is as a multiplier that defines by how many degrees each count your mouse produces will turn your crosshair.

Sorry, I don't have the best english, what aren't you understanding?

Do you know what's cpi/dpi?
7
#7
-7 Frags +

ive managed to click out of game in fullscreen with raw input @ 2300 dpi so idk

ive managed to click out of game in fullscreen with raw input @ 2300 dpi so idk
8
#8
-12 Frags +

down is a god so

down is a god so
9
#9
16 Frags +

In-game sensitivity is a multiplier. It takes the counts of movement recorded by mouse and multiplies it to determine the final distance your cursor moves.

DPI or CPI = Dots/Counts per inch. CPI basically is the number of units the mouse splits an inch into. So if you have a CPI of "1,000" your mouse records 1,000 movement units, and tells the cursor to move 1,000 pixels. So, using an in-game sensitivity of "1.0" and a CPI of "400", if you move your mouse one inch your view will move 400 pixels on your display.

If your sensitivity is too high (above 2.7128 for 1920x1080 displays), you will be unable to move your view by one pixel at a time, even with the slightest movement--this is called "pixel skipping".

Do note that higher DPI is not always better. Certain mice have "native" DPI steps which you should use. Most mice also get tracking errors at lower speeds with higher DPI's. And as was mentioned, on multimonitor displays it can cause your cursor to fly onto the other screen out of game (this can be rectified with an .exe called "CursorLock" btw).

So...use the in-game sensitivity that will allow you to use a native DPI step while keeping your in-game under 2.7128 (for other resolutions, use this to calculate the number).

In-game sensitivity is a multiplier. It takes the counts of movement recorded by mouse and multiplies it to determine the final distance your cursor moves.

DPI or CPI = Dots/Counts per inch. CPI basically is the number of units the mouse splits an inch into. So if you have a CPI of "1,000" your mouse records 1,000 movement units, and tells the cursor to move 1,000 pixels. So, using an in-game sensitivity of "1.0" and a CPI of "400", if you move your mouse one inch your view will move 400 pixels on your display.


If your sensitivity is too high (above 2.7128 for 1920x1080 displays), you will be unable to move your view by one pixel at a time, even with the slightest movement--this is called "pixel skipping".


Do note that higher DPI is not always better. Certain mice have "native" DPI steps which you should use. Most mice also get tracking errors at lower speeds with higher DPI's. And as was mentioned, on multimonitor displays it can cause your cursor to fly onto the other screen out of game (this can be rectified with an .exe called "CursorLock" btw).

So...use the in-game sensitivity that will allow you to use a native DPI step while keeping your in-game under 2.7128 (for other resolutions, use [url=http://www.funender.com/quake/mouse/index.html]this[/url] to calculate the number).
10
#10
0 Frags +
stabbyIn-game sensitivity is a multiplier. It takes the counts of movement recorded by mouse and multiplies it to determine the final distance your cursor moves.

DPI or CPI = Dots/Counts per inch. Using an in-game sensitivity of "1.0" and a CPI of "400", if you move your mouse one inch your view will move 400 pixels on your display.

If your sensitivity is too high (above 2.7128 for 1920x1080 displays), you will be unable to move your view by one pixel at a time, rather 2+--this is called "pixel skipping".

Do note that higher DPI is not always better. Certain mice have "native" DPI steps which you should use. Most mice also get tracking errors at lower speeds with higher DPI's. And as was mentioned, on multimonitor displays it can cause your cursor to fly onto the other screen out of game (this can be rectified with an .exe called "CursorLock" btw).

So...use the in-game sensitivity that will allow you to use a native DPI step while keeping your in-game under 2.7128 (for other resolutions, use this to calculate the number).

Very informative. Thank you.

My mouse has a customizable CPI, and I am unable to find the sensor's native CPI. What would you recommend in that situation?

[quote=stabby]In-game sensitivity is a multiplier. It takes the counts of movement recorded by mouse and multiplies it to determine the final distance your cursor moves.

DPI or CPI = Dots/Counts per inch. Using an in-game sensitivity of "1.0" and a CPI of "400", if you move your mouse one inch your view will move 400 pixels on your display.


If your sensitivity is too high (above 2.7128 for 1920x1080 displays), you will be unable to move your view by one pixel at a time, rather 2+--this is called "pixel skipping".


Do note that higher DPI is not always better. Certain mice have "native" DPI steps which you should use. Most mice also get tracking errors at lower speeds with higher DPI's. And as was mentioned, on multimonitor displays it can cause your cursor to fly onto the other screen out of game (this can be rectified with an .exe called "CursorLock" btw).

So...use the in-game sensitivity that will allow you to use a native DPI step while keeping your in-game under 2.7128 (for other resolutions, use [url=http://www.funender.com/quake/mouse/index.html]this[/url] to calculate the number).[/quote]

Very informative. Thank you.

My mouse has a customizable CPI, and I am unable to find the sensor's native CPI. What would you recommend in that situation?
11
#11
7 Frags +

What's the mouse?

The native CPI is probably a multiple of a divisible of the max DPI. Don't go with something your max DPI can't be evenly divided by. Keep your DPI as low as you can while keeping sensitivity below 2.7128, I'd recommend.

What's the mouse?

The native CPI is probably a multiple of a divisible of the max DPI. Don't go with something your max DPI can't be evenly divided by. Keep your DPI as low as you can while keeping sensitivity below 2.7128, I'd recommend.
12
#12
0 Frags +
stabbyWhat's the mouse?

The native CPI is probably a multiple of a divisible of the max DPI. Don't go with something your max DPI can't be evenly divided by. Keep your DPI as low as you can while keeping sensitivity below 2.7128, I'd recommend.

Why 2.7128? I understand that in your example you defined that at 400 CPI, my cursor would move 400 pixels as a result of one inch of physical mouse movement. However, I am not sure how you derived the constant 2.7128 for 1080p (which is the resolution I play at, by the way).

[quote=stabby]What's the mouse?

The native CPI is probably a multiple of a divisible of the max DPI. Don't go with something your max DPI can't be evenly divided by. Keep your DPI as low as you can while keeping sensitivity below 2.7128, I'd recommend.[/quote]

Why 2.7128? I understand that in your example you defined that at 400 CPI, my cursor would move 400 pixels as a result of one inch of physical mouse movement. However, I am not sure how you derived the constant 2.7128 for 1080p (which is the resolution I play at, by the way).
13
#13
-2 Frags +

native DPI = better
search for it

in the rest if you use high dpi you should use higher resolution
thats why they are made for.. and for gaming brands make marketing.

each mice work better in some dpi. you should search for ur mice in overclock.net or esreality

native DPI = better
search for it

in the rest if you use high dpi you should use higher resolution
thats why they are made for.. and for gaming brands make marketing.

each mice work better in some dpi. you should search for ur mice in overclock.net or esreality
14
#14
5 Frags +
DudeMartinstabbyWhat's the mouse?

The native CPI is probably a multiple of a divisible of the max DPI. Don't go with something your max DPI can't be evenly divided by. Keep your DPI as low as you can while keeping sensitivity below 2.7128, I'd recommend.

Why 2.7128? I understand that in your example you defined that at 400 CPI, my cursor would move 400 pixels as a result of one inch of physical mouse movement. However, I am not sure how you derived the constant 2.7128 for 1080p (which is the resolution I play at, by the way).

I derived it from the "useful DPI" formula found here: http://www.funender.com/quake/mouse/index.html

[quote=DudeMartin][quote=stabby]What's the mouse?

The native CPI is probably a multiple of a divisible of the max DPI. Don't go with something your max DPI can't be evenly divided by. Keep your DPI as low as you can while keeping sensitivity below 2.7128, I'd recommend.[/quote]

Why 2.7128? I understand that in your example you defined that at 400 CPI, my cursor would move 400 pixels as a result of one inch of physical mouse movement. However, I am not sure how you derived the constant 2.7128 for 1080p (which is the resolution I play at, by the way).[/quote]
I derived it from the "useful DPI" formula found here: http://www.funender.com/quake/mouse/index.html
15
#15
2 Frags +
rakzbrbr
in the rest if you use high dpi you should use higher resolution
thats why they are made for.. and for gaming brands make marketing.

Again, high DPI is not necessarily better. Most mice get tracking errors at lower speeds at higher DPI's.

[quote=rakzbrbr]

in the rest if you use high dpi you should use higher resolution
thats why they are made for.. and for gaming brands make marketing.

[/quote]
Again, high DPI is not necessarily better. Most mice get tracking errors at lower speeds at higher DPI's.
16
#16
0 Frags +
stabby(above 2.7128 for 1920x1080 displays)

Sorry for dumb but 2.7128 in game sens or inches/360? :S

[quote=stabby](above 2.7128 for 1920x1080 displays)[/quote]

Sorry for dumb but 2.7128 in game sens or inches/360? :S
17
#17
0 Frags +
zookeystabby(above 2.7128 for 1920x1080 displays)
Sorry for dumb but 2.7128 in game sens or inches/360? :S

In-game sens.

[quote=zookey][quote=stabby](above 2.7128 for 1920x1080 displays)[/quote]

Sorry for dumb but 2.7128 in game sens or inches/360? :S[/quote]

In-game sens.
18
#18
7 Frags +

idk man
dpi = damage per inches

idk man
dpi = damage per inches
19
#19
0 Frags +

If you don't have raw input on a high DPI mixed with a low ingame sens can result in huge negative acceleration.

If you don't have raw input on a high DPI mixed with a low ingame sens can result in huge negative acceleration.
20
#20
10 Frags +
stabbyIn-game sensitivity is a multiplier. It takes the counts of movement recorded by mouse and multiplies it to determine the final distance your cursor moves.

DPI or CPI = Dots/Counts per inch. CPI basically is the number of units the mouse splits an inch into. So if you have a CPI of "1,000" your mouse records 1,000 movement units, and tells the cursor to move 1,000 pixels. So, using an in-game sensitivity of "1.0" and a CPI of "400", if you move your mouse one inch your view will move 400 pixels on your display.

If your sensitivity is too high (above 2.7128 for 1920x1080 displays), you will be unable to move your view by one pixel at a time, even with the slightest movement--this is called "pixel skipping".

Do note that higher DPI is not always better. Certain mice have "native" DPI steps which you should use. Most mice also get tracking errors at lower speeds with higher DPI's. And as was mentioned, on multimonitor displays it can cause your cursor to fly onto the other screen out of game (this can be rectified with an .exe called "CursorLock" btw).

So...use the in-game sensitivity that will allow you to use a native DPI step while keeping your in-game under 2.7128 (for other resolutions, use this to calculate the number).

That's assuming 90° horizontal fov.
Using fov_desired 90 with a 16:9 aspect ratio will give you 106.26° horizontal fov in the source engine. The correct maximum sensitivity is therefore 3.61714.
For fov_desired 75 it's 2.77561.

hfov = fov_desired for 4:3 aspect ratio.
If you're using values other than 90 for fov_desired on 16:9 or have a different aspect ratio like 16:10 or glorious 21:9 use http://www.casualhacks.net/Source-FOV-calculator.html to calculate your real fov.

[quote=stabby]In-game sensitivity is a multiplier. It takes the counts of movement recorded by mouse and multiplies it to determine the final distance your cursor moves.

DPI or CPI = Dots/Counts per inch. CPI basically is the number of units the mouse splits an inch into. So if you have a CPI of "1,000" your mouse records 1,000 movement units, and tells the cursor to move 1,000 pixels. So, using an in-game sensitivity of "1.0" and a CPI of "400", if you move your mouse one inch your view will move 400 pixels on your display.


If your sensitivity is too high (above 2.7128 for 1920x1080 displays), you will be unable to move your view by one pixel at a time, even with the slightest movement--this is called "pixel skipping".


Do note that higher DPI is not always better. Certain mice have "native" DPI steps which you should use. Most mice also get tracking errors at lower speeds with higher DPI's. And as was mentioned, on multimonitor displays it can cause your cursor to fly onto the other screen out of game (this can be rectified with an .exe called "CursorLock" btw).

So...use the in-game sensitivity that will allow you to use a native DPI step while keeping your in-game under 2.7128 (for other resolutions, use [url=http://www.funender.com/quake/mouse/index.html]this[/url] to calculate the number).[/quote]
That's assuming 90° horizontal fov.
Using fov_desired 90 with a 16:9 aspect ratio will give you 106.26° horizontal fov in the source engine. The correct maximum sensitivity is therefore 3.61714.
For fov_desired 75 it's 2.77561.

hfov = fov_desired for 4:3 aspect ratio.
If you're using values other than 90 for fov_desired on 16:9 or have a different aspect ratio like 16:10 or glorious 21:9 use http://www.casualhacks.net/Source-FOV-calculator.html to calculate your real fov.
21
#21
0 Frags +

Anyone know the native dpi for sensei raw? I use 400 dpi and 5.37 in-game, time to make some changes I guess.

I found it I think. 90, 180, 270, 360 and so on is the native dpi.

Edit: Does it really make big difference if my settings aren't optimal? I tried 720 dpi and 3.3 in-game so it feels like the previous settings in-game, but it feels way too high in windows, though I guess it's only a matter of getting used to it.

Edit2: How can I check how many pixels I skipped with my previous settings?

Anyone know the native dpi for sensei raw? I use 400 dpi and 5.37 in-game, time to make some changes I guess.

I found it I think. 90, 180, 270, 360 and so on is the native dpi.

Edit: Does it really make big difference if my settings aren't optimal? I tried 720 dpi and 3.3 in-game so it feels like the previous settings in-game, but it feels way too high in windows, though I guess it's only a matter of getting used to it.

Edit2: How can I check how many pixels I skipped with my previous settings?
22
#22
2 Frags +
SetsulstabbyIn-game sensitivity is a multiplier. It takes the counts of movement recorded by mouse and multiplies it to determine the final distance your cursor moves.

DPI or CPI = Dots/Counts per inch. CPI basically is the number of units the mouse splits an inch into. So if you have a CPI of "1,000" your mouse records 1,000 movement units, and tells the cursor to move 1,000 pixels. So, using an in-game sensitivity of "1.0" and a CPI of "400", if you move your mouse one inch your view will move 400 pixels on your display.

If your sensitivity is too high (above 2.7128 for 1920x1080 displays), you will be unable to move your view by one pixel at a time, even with the slightest movement--this is called "pixel skipping".

Do note that higher DPI is not always better. Certain mice have "native" DPI steps which you should use. Most mice also get tracking errors at lower speeds with higher DPI's. And as was mentioned, on multimonitor displays it can cause your cursor to fly onto the other screen out of game (this can be rectified with an .exe called "CursorLock" btw).

So...use the in-game sensitivity that will allow you to use a native DPI step while keeping your in-game under 2.7128 (for other resolutions, use this to calculate the number).
That's assuming 90° horizontal fov.
Using fov_desired 90 with a 16:9 aspect ratio will give you 106.26° horizontal fov in the source engine. The correct maximum sensitivity is therefore 3.61714.
For fov_desired 75 it's 2.77561.

hfov = fov_desired for 4:3 aspect ratio.
If you're using values other than 90 for fov_desired on 16:9 or have a different aspect ratio like 16:10 or glorious 21:9 use http://www.casualhacks.net/Source-FOV-calculator.html to calculate your real fov.

Nice, thank you.

[quote=Setsul][quote=stabby]In-game sensitivity is a multiplier. It takes the counts of movement recorded by mouse and multiplies it to determine the final distance your cursor moves.

DPI or CPI = Dots/Counts per inch. CPI basically is the number of units the mouse splits an inch into. So if you have a CPI of "1,000" your mouse records 1,000 movement units, and tells the cursor to move 1,000 pixels. So, using an in-game sensitivity of "1.0" and a CPI of "400", if you move your mouse one inch your view will move 400 pixels on your display.


If your sensitivity is too high (above 2.7128 for 1920x1080 displays), you will be unable to move your view by one pixel at a time, even with the slightest movement--this is called "pixel skipping".


Do note that higher DPI is not always better. Certain mice have "native" DPI steps which you should use. Most mice also get tracking errors at lower speeds with higher DPI's. And as was mentioned, on multimonitor displays it can cause your cursor to fly onto the other screen out of game (this can be rectified with an .exe called "CursorLock" btw).

So...use the in-game sensitivity that will allow you to use a native DPI step while keeping your in-game under 2.7128 (for other resolutions, use [url=http://www.funender.com/quake/mouse/index.html]this[/url] to calculate the number).[/quote]
That's assuming 90° horizontal fov.
Using fov_desired 90 with a 16:9 aspect ratio will give you 106.26° horizontal fov in the source engine. The correct maximum sensitivity is therefore 3.61714.
For fov_desired 75 it's 2.77561.

hfov = fov_desired for 4:3 aspect ratio.
If you're using values other than 90 for fov_desired on 16:9 or have a different aspect ratio like 16:10 or glorious 21:9 use http://www.casualhacks.net/Source-FOV-calculator.html to calculate your real fov.[/quote]
Nice, thank you.
23
#23
2 Frags +
stabbySetsulstabbysnipThat's assuming 90° horizontal fov.
Using fov_desired 90 with a 16:9 aspect ratio will give you 106.26° horizontal fov in the source engine. The correct maximum sensitivity is therefore 3.61714.
For fov_desired 75 it's 2.77561.

hfov = fov_desired for 4:3 aspect ratio.
If you're using values other than 90 for fov_desired on 16:9 or have a different aspect ratio like 16:10 or glorious 21:9 use http://www.casualhacks.net/Source-FOV-calculator.html to calculate your real fov.
Nice, thank you.

EDIT: Pretty sure I just mathed wrong.

[quote=stabby][quote=Setsul][quote=stabby]snip[/quote]
That's assuming 90° horizontal fov.
Using fov_desired 90 with a 16:9 aspect ratio will give you 106.26° horizontal fov in the source engine. The correct maximum sensitivity is therefore 3.61714.
For fov_desired 75 it's 2.77561.

hfov = fov_desired for 4:3 aspect ratio.
If you're using values other than 90 for fov_desired on 16:9 or have a different aspect ratio like 16:10 or glorious 21:9 use http://www.casualhacks.net/Source-FOV-calculator.html to calculate your real fov.[/quote]
Nice, thank you.[/quote]

EDIT: Pretty sure I just mathed wrong.
24
#24
0 Frags +
SetsulstabbyIn-game sensitivity is a multiplier. It takes the counts of movement recorded by mouse and multiplies it to determine the final distance your cursor moves.

DPI or CPI = Dots/Counts per inch. CPI basically is the number of units the mouse splits an inch into. So if you have a CPI of "1,000" your mouse records 1,000 movement units, and tells the cursor to move 1,000 pixels. So, using an in-game sensitivity of "1.0" and a CPI of "400", if you move your mouse one inch your view will move 400 pixels on your display.

If your sensitivity is too high (above 2.7128 for 1920x1080 displays), you will be unable to move your view by one pixel at a time, even with the slightest movement--this is called "pixel skipping".

Do note that higher DPI is not always better. Certain mice have "native" DPI steps which you should use. Most mice also get tracking errors at lower speeds with higher DPI's. And as was mentioned, on multimonitor displays it can cause your cursor to fly onto the other screen out of game (this can be rectified with an .exe called "CursorLock" btw).

So...use the in-game sensitivity that will allow you to use a native DPI step while keeping your in-game under 2.7128 (for other resolutions, use this to calculate the number).
That's assuming 90° horizontal fov.
Using fov_desired 90 with a 16:9 aspect ratio will give you 106.26° horizontal fov in the source engine. The correct maximum sensitivity is therefore 3.61714.
For fov_desired 75 it's 2.77561.

hfov = fov_desired for 4:3 aspect ratio.
If you're using values other than 90 for fov_desired on 16:9 or have a different aspect ratio like 16:10 or glorious 21:9 use http://www.casualhacks.net/Source-FOV-calculator.html to calculate your real fov.

Yeah it's confusing. In source, a FOV of 90 on a 16:9 resolution is 106 degrees, but it is 90 degrees in the 4:3 area of the screen (that's how I try to understand it). That command just assumes you're using a 4:3 aspect ratio because it's grandfathered in from the half-life 1 engine where they used vertical-, rather than source which is horizontal+. This is why you can't use a wide aspect ratio in CS 1.6, because your horizontal FOV is locked to 90, so it will squish your vertical FOV and everything seems zoomed in.

But yeah, the desktop resolution has to be the same aspect ratio as the game does in order for it to work. If you set the resolution to 1440, and the FOV to 90, it corresponds to 3.61714. Likewise, 1920 and 106.26 corresponds to 3.61714 like what was just said.

[quote=Setsul][quote=stabby]In-game sensitivity is a multiplier. It takes the counts of movement recorded by mouse and multiplies it to determine the final distance your cursor moves.

DPI or CPI = Dots/Counts per inch. CPI basically is the number of units the mouse splits an inch into. So if you have a CPI of "1,000" your mouse records 1,000 movement units, and tells the cursor to move 1,000 pixels. So, using an in-game sensitivity of "1.0" and a CPI of "400", if you move your mouse one inch your view will move 400 pixels on your display.


If your sensitivity is too high (above 2.7128 for 1920x1080 displays), you will be unable to move your view by one pixel at a time, even with the slightest movement--this is called "pixel skipping".


Do note that higher DPI is not always better. Certain mice have "native" DPI steps which you should use. Most mice also get tracking errors at lower speeds with higher DPI's. And as was mentioned, on multimonitor displays it can cause your cursor to fly onto the other screen out of game (this can be rectified with an .exe called "CursorLock" btw).

So...use the in-game sensitivity that will allow you to use a native DPI step while keeping your in-game under 2.7128 (for other resolutions, use [url=http://www.funender.com/quake/mouse/index.html]this[/url] to calculate the number).[/quote]
That's assuming 90° horizontal fov.
Using fov_desired 90 with a 16:9 aspect ratio will give you 106.26° horizontal fov in the source engine. The correct maximum sensitivity is therefore 3.61714.
For fov_desired 75 it's 2.77561.

hfov = fov_desired for 4:3 aspect ratio.
If you're using values other than 90 for fov_desired on 16:9 or have a different aspect ratio like 16:10 or glorious 21:9 use http://www.casualhacks.net/Source-FOV-calculator.html to calculate your real fov.[/quote]

Yeah it's confusing. In source, a FOV of 90 on a 16:9 resolution is 106 degrees, but it is 90 degrees in the 4:3 area of the screen (that's how I try to understand it). That command just assumes you're using a 4:3 aspect ratio because it's grandfathered in from the half-life 1 engine where they used vertical-, rather than source which is horizontal+. This is why you can't use a wide aspect ratio in CS 1.6, because your horizontal FOV is locked to 90, so it will squish your vertical FOV and everything seems zoomed in.

But yeah, the desktop resolution has to be the same aspect ratio as the game does in order for it to work. If you set the resolution to 1440, and the FOV to 90, it corresponds to 3.61714. Likewise, 1920 and 106.26 corresponds to 3.61714 like what was just said.
25
#25
0 Frags +

For what it's worth, I find it easier to use a "lower" dpi (in my case, 900), and am able to get a more precise sensitivity, since I don't have to use 2000 dpi and have a sensitivity of 0.32659 .

For what it's worth, I find it easier to use a "lower" dpi (in my case, 900), and am able to get a more precise sensitivity, since I don't have to use 2000 dpi and have a sensitivity of 0.32659 .
26
#26
1 Frags +

400 dpi or ur a noob

400 dpi or ur a noob
27
#27
0 Frags +
stabbyrakzbrbr
in the rest if you use high dpi you should use higher resolution
thats why they are made for.. and for gaming brands make marketing.
Again, high DPI is not necessarily better. Most mice get tracking errors at lower speeds at higher DPI's.

thats what im trying to say.
high dpi in my concept is for 27"1440p monitors / more than one monitor
or for games like OSU

for FPS you should be always good with the low 400-450-500, just find your native

[quote=stabby][quote=rakzbrbr]

in the rest if you use high dpi you should use higher resolution
thats why they are made for.. and for gaming brands make marketing.

[/quote]
Again, high DPI is not necessarily better. Most mice get tracking errors at lower speeds at higher DPI's.[/quote]

thats what im trying to say.
high dpi in my concept is for 27"1440p monitors / more than one monitor
or for games like OSU

for FPS you should be always good with the low 400-450-500, just find your native
28
#28
0 Frags +
rakzbrbrstabbyrakzbrbr
in the rest if you use high dpi you should use higher resolution
thats why they are made for.. and for gaming brands make marketing.
Again, high DPI is not necessarily better. Most mice get tracking errors at lower speeds at higher DPI's.

for FPS you should be always good with the low 400-450-500, just find your native

Ye but if I have that low I'll get pixel skipping.

[quote=rakzbrbr][quote=stabby][quote=rakzbrbr]

in the rest if you use high dpi you should use higher resolution
thats why they are made for.. and for gaming brands make marketing.

[/quote]
Again, high DPI is not necessarily better. Most mice get tracking errors at lower speeds at higher DPI's.[/quote]


for FPS you should be always good with the low 400-450-500, just find your native[/quote]

Ye but if I have that low I'll get pixel skipping.
29
#29
0 Frags +
CrizzlstabbySetsulstabbysnipThat's assuming 90° horizontal fov.
Using fov_desired 90 with a 16:9 aspect ratio will give you 106.26° horizontal fov in the source engine. The correct maximum sensitivity is therefore 3.61714.
For fov_desired 75 it's 2.77561.

hfov = fov_desired for 4:3 aspect ratio.
If you're using values other than 90 for fov_desired on 16:9 or have a different aspect ratio like 16:10 or glorious 21:9 use http://www.casualhacks.net/Source-FOV-calculator.html to calculate your real fov.
Nice, thank you.

EDIT: Pretty sure I just mathed wrong.

Wait...did you? I'm bad at mathing :(

[quote=Crizzl][quote=stabby][quote=Setsul][quote=stabby]snip[/quote]
That's assuming 90° horizontal fov.
Using fov_desired 90 with a 16:9 aspect ratio will give you 106.26° horizontal fov in the source engine. The correct maximum sensitivity is therefore 3.61714.
For fov_desired 75 it's 2.77561.

hfov = fov_desired for 4:3 aspect ratio.
If you're using values other than 90 for fov_desired on 16:9 or have a different aspect ratio like 16:10 or glorious 21:9 use http://www.casualhacks.net/Source-FOV-calculator.html to calculate your real fov.[/quote]
Nice, thank you.[/quote]

EDIT: Pretty sure I just mathed wrong.[/quote]
Wait...did you? I'm bad at mathing :(
30
#30
1 Frags +
moleAnyone know the native dpi for sensei raw? I use 400 dpi and 5.37 in-game, time to make some changes I guess.

I found it I think. 90, 180, 270, 360 and so on is the native dpi.

Edit: Does it really make big difference if my settings aren't optimal? I tried 720 dpi and 3.3 in-game so it feels like the previous settings in-game, but it feels way too high in windows, though I guess it's only a matter of getting used to it.

Edit2: How can I check how many pixels I skipped with my previous settings?

Don't quote me on this but I'm pretty sure that sensor apparently functions flawlessly at 810 dpi. (At least the naos does and they have the same sensor). Uninterpolated dpi steps are in increments of 90.

[quote=mole]Anyone know the native dpi for sensei raw? I use 400 dpi and 5.37 in-game, time to make some changes I guess.

I found it I think. 90, 180, 270, 360 and so on is the native dpi.

Edit: Does it really make big difference if my settings aren't optimal? I tried 720 dpi and 3.3 in-game so it feels like the previous settings in-game, but it feels way too high in windows, though I guess it's only a matter of getting used to it.

Edit2: How can I check how many pixels I skipped with my previous settings?[/quote]

Don't quote me on this but I'm pretty sure that sensor apparently functions flawlessly at 810 dpi. (At least the naos does and they have the same sensor). Uninterpolated dpi steps are in increments of 90.
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