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Quackerjack

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Everything posted by Quackerjack

  1. You are right locked fps to 125 stops the stutter. Back in days everyone was using 125hz polling rate since it was default. Also games with higher fps than 125. It’s funny I never noticed the stutter back then. I wonder if you guys noticed stutter with 125hz in the past.
  2. Can someone explain why the models stutter with 125 hz? Even if you don’t move the mouse.
  3. no bf4 uses vertical fov not horizontal. You have to put 73.74 in the game files to achieve 106.26 horizontal ingame for 16:9 Or just put 74 in the options menue, you can see the horizontal fov right next to it then
  4. If you want 0% mdv or mdh in apex legends you don’t have to change anything it’s the basic value 1.000000 or in your case (fov rounding from the game) 1.004245. And no you don’t have to set this value for all scopes. In this case it doesn’t matter.
  5. For me its definitive a csgo issue that happens with no other game on my pc. I googled this up since 2014 stopped playing and came back to csgo and noticed it right away. There so much topics on the internet about this issue on csgo and a lot said that is input lag which was proven wrong: or this: Note: I had this problem before i saw this topics i googled it later in order to fix it. Till today nobody knows for sure whats going on. And i wonder now if some users just have this problem and some not cause DpiWizard said it works fine for him and i highly trust his statements. But then still for me its hard noticeable. Yes accel should and is off with useforcedmparms and m_mousespeed 0 + rawinput on. I also have no acceleration on the default settings just an heavy mouse it feels like its delayed or muddy at micro movements. In css source I feel no delay on small precise mouse movements in csgo I do. The only big change in the mouse code I found is this: In the activate mouse for, csgo: https://github.com/perilouswithadollarsign/cstrike15_src/blob/master/game/client/in_mouse.cpp void CInput::ActivateMouse (void) { if ( m_fMouseActive ) return; if ( m_fMouseInitialized ) { if ( m_fMouseParmsValid ) { #if defined( WIN32 ) && !defined( USE_SDL ) m_fRestoreSPI = SystemParametersInfo (SPI_SETMOUSE, 0, m_rgNewMouseParms, 0) ? true : false; #endif } m_fMouseActive = true; // re-center the mouse if we're controlling the camera with it, otherwise just reset the cursor if ( GetPerUser().m_fCameraInterceptingMouse || cl_mouseenable.GetBool() ) ResetMouse(); else g_pInputSystem->ResetCursorIcon(); g_pInputStackSystem->SetCursorIcon( m_hInputContext, INPUT_CURSOR_HANDLE_INVALID ); #if defined( USE_SDL ) || defined( OSX ) int dx, dy; engine->GetMouseDelta( dx, dy, true ); #endif ClearStates(); css: https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/client/in_mouse.cpp void CInput::ActivateMouse (void) { if ( m_fMouseActive ) return; if ( m_fMouseInitialized ) { if ( m_fMouseParmsValid ) { #if defined( PLATFORM_WINDOWS ) m_fRestoreSPI = SystemParametersInfo (SPI_SETMOUSE, 0, m_rgNewMouseParms, 0) ? true : false; #endif } m_fMouseActive = true; ResetMouse(); #if !defined( PLATFORM_WINDOWS ) int dx, dy; engine->GetMouseDelta( dx, dy, true ); #endif // Clear accumulated error, too m_flAccumulatedMouseXMovement = 0; m_flAccumulatedMouseYMovement = 0; // clear raw mouse accumulated data int rawX, rawY; inputsystem->GetRawMouseAccumulators(rawX, rawY); } Edit: I added a screenshot do you guys also have the command cl_mouseenable on 0? Somehow it says default is 1 but when i try to change it says the command is unknown? Also i want to add this: https://www.reddit.com/r/Diabotical/comments/ffbjss/robustness_of_diabotical_mouse_input_more/ So maybe its related to fps and thats why its different.
  6. Thank you, this tweak with -useforcedmparms returns back to the old engine behaviour (goldscr) if you leave the m_mouseaccel1/2 and m_mousespeed values on default. if ( CommandLine()->FindParm ("-useforcedmparms" ) ) { #ifdef WIN32 m_fMouseParmsValid = SystemParametersInfo( SPI_GETMOUSE, 0, m_rgOrigMouseParms, 0 ) ? true : false; #else m_fMouseParmsValid = false; It makes sure to use the spi_getmouse function from windows. Which on default is coded as this in the goldsrc engine: originalmouseparms[3], newmouseparms[3] = {0, 0, 1} See: https://www.drdobbs.com/windows/some-things-ive-learned-about-win32-game/184410376#l4 The first two 0 stands for the mousethreshold1/2 and the 1 for the mousespeed. With this csgo will turn mouse acceleration as on but get by passed with m_rawinput 1 so there is no acceleration in game but on windows and the game menu. (see cs 1.6 which behave exact like that) Csgo Vanilla is therefore coded as m_fMouseParmsValid = false and the false is referring to 0.0 for the mousethresholds. The m_mousespeed i assume is also set to 0.0 atleast the console accept this as the lowest value. static ConVar m_mousespeed( "m_mousespeed", "1", FCVAR_ARCHIVE, "Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold [Windows 2000 only]).", true, 0, true, 2 ); static ConVar m_mouseaccel1( "m_mouseaccel1", "0", FCVAR_ARCHIVE, "Windows mouse acceleration initial threshold (2x movement).", true, 0, false, 0.0f ); static ConVar m_mouseaccel2( "m_mouseaccel2", "0", FCVAR_ARCHIVE, "Windows mouse acceleration secondary threshold (4x movement).", true, 0, false, 0.0f ); So the new code should look like this: originalmouseparms[3], newmouseparms[3] = {0.0, 0.0, 0.0} This shows how windows handle the spi_setmouse function, in this you see that the params [3] have set to 0, 0, 0 so windows set the linearmousescale: void WIN_UpdateMouseSystemScale() { int mouse_speed; int params[3] = { 0, 0, 0 }; if (SystemParametersInfo(SPI_GETMOUSESPEED, 0, &mouse_speed, 0) && SystemParametersInfo(SPI_GETMOUSE, 0, params, 0)) { if (params[2]) { WIN_SetEnhancedMouseScale(mouse_speed); } else { WIN_SetLinearMouseScale(mouse_speed); } } } Thats why i suggested to set -useforcedmparms and m_mousespeed 0. And with this you changed how the game handles the mouse input and in theory it should change the mouse input. I agree with m_rawinput 1 all that shouldnt matter right? It should bypass the windows settings. Since you said you dont feel any difference i need to read more about rawinput cause for me the change in small mouse movements is noticeable before the mouse felt heavy and delayed.
  7. Yes in csgo. The cm/360 stays exact the same. But the perceived sensitivity for small movements become noticeable „faster“, directer. Like it’s easier to track targets or adad spammers. I appreciate that you test it wizard What did you test exactly?
  8. Feedback desired: For ppl who still feel that csgo has an heavy input, Try -useforcedmparms with m_mousespeed 0. Source engine forces their hardcoded mouse parameter to false. With useforcedmparms you use the mouse parameters and m_mousespeed 0 sets the enhanced pointer precision off. static int restore_spi; static int originalmouseparms[3], newmouseparms[3] = {0, 0, 1}; #ifdef WIN32 m_fMouseParmsValid = SystemParametersInfo( SPI_GETMOUSE, 0, m_rgOrigMouseParms, 0 ) ? true : false; #else m_fMouseParmsValid = false; The default settings are mouseparmsvalid false. Now you are able to compare mouse behaviour without restarting the game. To set the mouseparms to false (default) just enter m_customaccel1 0.0, m_customaccel2 0.0 and m_mousespeed 0.0. Compare with small movements like circles and micro adjustments.
  9. update: Yes iam still on this and now people say even in CS2 the recoil compensation feels different to csgo which makes me wonder what they changed. Note: The recoil pattern is still the same so a change in the mouse behaviour must be the cause. In CSGO you have the ingame commands: m_mousespeed: Controls the enhanced mouse pointer precision m_mouseaccel1/2: Controls the accel Threshold 1/2 m_rawinput: Should bypass all Windows mouse settings With -useforcedmparms in the launch options this ingame parameters (except rawinput) are in use. (Note even without -useforcedmparms people notice a different beetween m_mousespeed 1 and 0) See this code: if ( CommandLine()->FindParm ("-useforcedmparms" ) ) { #ifdef WIN32 m_fMouseParmsValid = SystemParametersInfo( SPI_GETMOUSE, 0, m_rgOrigMouseParms, 0 ) ? true : false; Now m_mousespeed 0 should turn the mouse acceleration (enhanced pointer speed) off. But my previous test with all smoothmousecurves set to 0 showed this is not the case, your mouse pointer dont move at all and that means csgo still force mousespeed 1. If you start a new game now via the ingame console the command m_mousespeed 0 overrides mousespeed 1 and your mouse start working again. This shows that the source engine still has their hardcoded mouseparameters (0 0 1). Both 0 refer to the accel Thresholds and the 1 to the mousespeed. And additionally csgo add this parameters as ingame commands. So first we want to make sure that all ingame mouseparameters are not in use. This can be achieved by doing this: Step: -useforcedmparms in the launch options Step: m_mousespeed 0 in console Step: m_mouseaccel1/2 0.0 in console (make sure its 0.0 not 0) m_rawinput 1 Fore more info: Second we want no engine mouse parameters. This can be done by this: Add next to the -useforcedmparms launch options: -noforcemspd (dont set the coded mousespeed value) -noforcemaccel ( dont set the coded thresholds values) Fore more info: And now you ask why? I use rawinput so windows dont affect my sensitivity. I can tell you this is not true. Test it yourself, move your mouse in slow small circles and shoot some bots with large and close flicks without the steps above. Now do the steps i suggest to you. You will see how the sensitivity feels different.
  10. Check this topic out. Drimzi gives in this a formular to calculate new fov or new sens. One more queation Default sensitivitys are working good for 800 DPI mouse or 1600 ? Becouse for example if defaults are good working on 800 DPI mouse it means while i was 27 inch 1080p i was also ising 800 DPI for gaming but now 4K on desktop need 1600 dpi does it means default sensitivitys in games will be fast for me ? And i need to half them ? You can use this site: https://www.admiralbumblebee.com/general/2017/12/08/Transfer-mouse-CPI-settings-to-a-different-resolution-device.html or the calculator to get your new dpi for the desktop. Than use the calculator to change the sensitivity to your new dpi. As i Understand i need to Half the sensiti ity in every game becouse i have now 1600 DPI on mouse , for games 55 inch or 27 inch does not means anything am i right ? And one moee question i was using windows 115% scaling on 1080p now on 4K i am using 150% scaling what does it means ? If you go from 800 dpi to 1600 dpi you usually have to half the sensitivity. But do this with the calculator cause on some games halfing the sens doesnt work. Adjust the sens to the monitor size is preference. Some ppl feel the need to do some dont. The windows scaling affect the windows desktop sensitivity not ingame afaik.
  11. Please @TheNoobPolice i appreciate your knowledge. But at some point you have to start test things. When enhanced pointer precision is disabled in windows the smoothmousecurves are not in use. With all smoothmousecurves set to 0 you can see this. Your mouse still working. Csgo should also use the windows settings with m_rawinput 0. But somehow you cant move your mouse with smoothmousecurves set to 0 and NO enhanced pointer precision activated. I run in a bug which set csgo sens to 0.000010 so this is not the prove sadly
  12. And finally to prove csgo is influenced by the smoothmousecurves use the Curve0.reg and type ingame m_rawinput 0. Now you cant move the mouse even when enhance pointer precision is disabled so the smoothmousecurves shouldnt take any effect. Note: In CSS you can perfect use the mouse with rawinput 0. That means csgo is still using the smoothmousecurves even if m_rawinput 1 is set. I cant wait till you test this @DPI Wizard
  13. Csgo sensitivity details update. Many users have given feedback that the sensitivity in csgo is different than in other source games. There were many suspected reasons such as m_pitch 0.022000 is different from 0.022, m_rawinput is bugged, your electricity has a probem up to settings in windows and bios. Here is the csgo mouse code: https://github.com/perilouswithadollars ... _mouse.cpp The issue is that Csgo uses mouse filtering from windows by default even when m_rawinput 1 is set. In previous cs versions you had an intern filter called m_filter. Here is the mouse code from cssource: https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/client/in_mouse.cpp The only way to disable filtering from windows is to disable all smoothmousecurves to 0. I always wonder why this curves arent set to 0 when enhanced pointer precision is turned off. Warning: Don't enable enhanced pointer precision when all values from the smoothmousecurves set to 0. I created some reg files for this how you can test it: Curve0 is the fix to set all smoothmousecurves to 0 CurveXPFix is the old mouse fix which disabled mouse acceleration on windows xp. CurveWin10Default to restore the default curve if you dont like it. You will see that all options feel different ingame. Remember: If you change the reg. file you have to restart your pc or logout user. Curve0.reg CurveXPFix.reg CurveWin10Default.reg
  14. MarkC fix doesnt change the smoothmousecurves to 0 if it would do that you wouldnt be able to move your mouse when a game set the EEP on. I literally discribed all steps how you can see that windows influence the sensitivity. I also linked sources that shows that the engine is responsive for this hardcoded values and that there are still hardcoded values. As i mentioned csgo is based on source which is based on goldscr which is based on halflife engine. And all have the inhert bug that sets mousespeed 1. Thats why i mentioned css and cs 1.6 here. I also never said this game has mouse acceleration. I said windows affect the sensitivity cause this hardcoded number mousespeed 1 is set in the engine. Also ccs uses launch options by default and csgo dont use them. Both games have the options rawinput btw. And yes the reason why css has defaulted launch options is because it wasnt released with m_rawinput which was added later. So its not false. If you would tested it (i think you dont even play csgo) you would see iam right. I mean it doesnt hurt to try it out and set the launch options. And again its not about right or false. Its for the ppl to get a responsive mouse in this bugged game. And in my post i said i used the smoothmousecurves for testing. I dont think that they are necessary if -usedforcedmparms -noforcemspd and -noforcemaccel is set. I just left them to 0. But setting smoothmousecurves to 0 was needed to show that csgo dont use the launch options by default.
  15. Its not if you would tested it by yourself. I never talked about m_customaccel, its clear that this is an command to activate acceleration from the game. Also if you say m_rawinput 1 ignores all that this doesnt hurt if anyone gonna try it. You cant deny that cs source use the launch option by default and csgo not with my testing above. I never said use markc mouse fix? Why you talk about that? Do you even read and try things? And the insinuation that i do this for gaslighting or to be right is a bad joke. I do this cause a lot off people feel that the sensitivity in csgo is off and i want to share the way how to fix this.
  16. Quoted from MarkC: -noforcemspd (or no launch options) means: Do not force EPP ON. If EPP is on on the desktop, it will still be on in-game. (Do not force EPP ON does not mean the same as Force EPP OFF.) -useforcedmparms means: Force EPP to the m_mousespeed ConVar. Since m_mousespeed is always = 1 (a bug), EPP is then forced ON. No existing option forces EPP OFF. This is half true: If useforcedmparms is set and m_mousespeed 1. (default windows regedit) no EPP is on with m_rawinput 1. If you set rawinput 0 EPP will be set! When now on this setup m_mousespeed 0 is used the EPP is off with no matter what rawinput is set to. So you can set it to 0. And here comes the bug: When useforcedmparms force EPP to the m_mousespeed ConVar u should be able to move the mouse in csgo with smoothmousecurves set to 0 and m_mousespeed 0. And you should not be able to move the mouse in cs source with useforcedmparms and m_mousespeed 1. Back when Windows 95 and 98 were as good as it got, Windows Control Panel allowed you to set the "mouse speed" using a 7 position slider. There was also a system function : SystemParametersInfo(SPI_SETMOUSE, ...) so that a program could set the same. The Windows 95/98 "mouse speed" slider was not like we have now: it actually set acceleration. Accel was calculated using two threshholds. At one mouse-speed threshhold the pointer-speed would suddenly double, and at the next threshhold the speed would suddenly quadruple. At the left-most 'Slow' setting, there was no accel and pointer response was 1-to-1. As you moved the slider to the right, accel is turned on and the threshholds were changed so they cut in earlier. There is a graph showing the sudden changes here: Windows pointer speeds (translated from Japanese) Internally, the accel was controlled by a parameter called 'MouseSpeed' and the threshholds were called 'MouseThreshold1' (the doubling one) and 'MouseThreshold2' (the quadrupling one). When MouseSpeed=0, no accel was applied. When MouseSpeed=1, only the doubling threshhold was used. When MouseSpeed=2, both threshholds were used. See here: MS TechNet>MouseSpeed. Needless to say, the sudden jumps when the accel kicked in and the pointer speed suddenly doubled or quadrupled was not good for game play. The developers of Quake had a fix to the accel problem: They called the SystemParametersInfo(SPI_SETMOUSE, ...) function to try and turn accel off. On Windows 95/98/2000 their fix worked! But it had a hidden problem. They set the accel threshholds to double at a threshhold of zero (MouseSpeed=1, MouseThreshold1=0). They should have set the accel to not double at all (MouseSpeed=0). On Windows 95/98/2000, with Quake setting MouseSpeed=1, MouseThreshold1=0 there was no accel felt, because ALL mouse input was doubled, so response was linear. Why did Quake choose that setting? Maybe they read this MS article: How to disable mouse acceleration. That article says to set MouseSpeed to 1 or 2. They say 1 or 2 because the user can already use the Control Panel to set MouseSpeed=0, but for some users that makes the mouse too slow, so MS suggest 1 or 2 in their article. In Windows 2000, mouse pointer speed was changed. The existing accel was moved from the 95/98 slider to a new 'Acceleration' section, with 4 option buttons: None, Low, Medium, High. The new replacement pointer speed slider was an 11 position slider (and internally known as 'MouseSensitivity'). (Things get dangerous here, because now the Windows MouseSpeed setting controls acceleration, and the MouseSensitivity setting controls speed!) Quake using MouseSpeed=1 to 'disable' accel was a problem waiting to happen when Windows XP changed the way it handled accel. Windows XP does not use the threshholds, but instead has a checkbox: 'Enhance pointer precision' (EPP) to turn accel on. They mapped the new EPP checkbox to the existing Windows 95/98/2000 MouseSpeed accel setting. Now when Quake tries to disable Windows accel by setting MouseSpeed=1, MouseThreshold1=0, it instead turns accel ON! At this point people freak out and CPL comes to the rescue with the CPL Mouse Fix and then later Cheese with a much improved mouse fix and Aion/Anir with his accelfix and wcafix... Valve use the Quake engine for their new HalfLife/CounterStrike 1.6 games and inherit the problem. What do they do to fix it? For compatibility reasons, they don't fix it, they just a add an option to work around it. They add a -noforcemspd launch option to NOT set MouseSpeed=1. They add a -noforcemaccel launch option to NOT set the MouseThresholdN values. They DO NOT add any option to disable accel, or fix the Quake code that tried to disable accel; the user must disable EPP themselves. Valve create the Source engine which inherits the problem. What do they do to fix it? They make -noforcemspd and -noforcemaccel the DEFAULT options; By default Source games do not set MouseSpeed to anything. For compatibility reasons, they add a new option -useforcedmparms which reverts to the older HalfLife engine behaviour. - MarktheC, creator of MarkC Mousefix And again a mistake, when source set by default the noforcemspd and the noforcemaccel why you cant move the mouse in csgo with mousesmoothcurves set to 0? But infact you can move the mouse in cs source! Cause Csgo dont has this launch options by default and so this mouse parameters set in the engine affect the sensitivity. If you follow the steps i mentioned you can cleary see this is true, no placebo, testable and provable. In short, if you want a 1:1 unsmoothed sensitivity in csgo (same goes for apex legends) you have to set: -useforcedmparms (allows the use of noforcemspd and noforcemaccel), -noforcemspd, -noforcemaccel in the launch options. Use m_rawinput 1 and m_mousespeed 1. And to be 100 percent sure set all smoothmousecurves to 0 (i dont know if this is than still necessary i changed the smoothmousecurves for testing and leaved it to 0)
  17. https://github.com/ValveSoftware/halflife/issues/1793 yes this is 1.6 again but still today people claim that they have acceleration even with m_rawinput 1. And still there is something wrong in csgo. I just downloaded cs source to compare to csgo which is the same engine. When all mousesmoothcurves set to 0 and -useforcedmparms is set in csgo you cant move the mouse. When all mousesmoothcurves set to 0 and -useforcedmparms is set in source you can move the mouse. And i dont change this values arbitrarily. Mousesmoothcurves set to 0 means no acceleration would be apply. https://forums.blurbusters.com/viewtopic.php?f=10&t=8482&start=10
  18. You are absolutely right on that point. I just mentioned it so people see that there things begin to change and everything is setup correctly. Still questionable is that you cant move your mouse in the menu when smoothmousecurves set to 0, -useforcedmparms is in use and m_mousespeed is set to 0. Which should not activate the hardcoded mousespeed 1 from the engine. It is also clear why you can not move the mouse with this setup. The hardcoded number mousespeed 1 is forced and with smoothmousecurves zero you get 1*0= 0 mousespeed.
  19. The thing is csgo (source engine from 2004) is based on the goldscr engine from 1998 which cs 1.6 is on. Extra info goldscr engine is based on the quake engine which always had the bug with the hardcoded mousespeed 1 and thats why the cpl fix,markc etc came. (this hardcoded number was never fixed till today in source its hardcode mousespeed 1). And csgo is using by default mouse parameter -noforcemspd and -noforcemaccel. These commands tell the game to not set the windows MouseSpeed (enhanced pointer precision) and to not set the mouseThreshold 1 and 2. You can see this in the ingame commands from csgo m_mousespeed, m_mouseaccel1 and m_mouseaccel2. Valve says that m_mousespeed 0 is accel off, m_mousespeed 1 is accel on and m_mousespeed 2 is accel on with the use of the thresholds. Questionable why m_mousespeed 1 is the default here. If you set all smoothmousecurves to 0 and use the launch option -useforcedmparms you arent able to move the mouse. Even if you set m_mousespeed to 0 in csgo which should mean noforcemspd (noforcemousespeed) you cant move the mouse so that means m_mousespeed cant be set to 0. In order to make your mouse work again you have to set additionally -noforcemspd in the launch option. So why there is a command m_mousespeed in the game which is set by default to 1 and cant be disabled? And also we know the engine is still responsive to mouse parms even when raw input is set? That means m_mousespeed 1 calls the smoothmousecurves from windows in a strange way and can just set to 0 when all smoothcurves are set to 0.
  20. I disagree with your first sentence. If you set the smoothmousecurves to 0 (restart pc to take effect) and open cs 1.6 you are not able to move your mouse even rawinput 1 is set. Same happens when you use -useforcedmparms in csgo. 1) agree 2) agree 3) You didnt test it i guess it
  21. I don’t lie, I tried more than 20 from 2014 - 2021 than I stopped. (indcluded more than 10 different mousepads soft hard and hybrids) Atm iam on the pulsare xlite v2. I only played csgo and some apex legends during this time. Since 2 months now iam playing Kovaaks. And noticed the mouse feeling is so sharp and direct. So I think there is smth wrong in csgo. But let me tell you after disabling all mousecurves in the regedit like I mentioned in my post before the wonky feeling went away for me in csgo. Iam 100 percent sure the smoothmousecurves affects the mouse in csgo. This would also explain why people notice differences in mouse behavior between different windows versions.
  22. Here is a theory about the mouse sensitivity in csgo. The source engine is based on the halflife engine, which has fixed mouse parameters like mousespeed 1. I think csgo still enables thes mouse parameters, although m_rawinput 1 should bypass them. A halflife modder has already confirmed this: SamVanheer commented on Jan 16, 2019 The engine handles the raw input cvar, but the game is responsible for those command line parameters. Even if raw input is turned on it will still apply those settings, which affect how the OS processes mouse input before the engine handles it. MarkC: They make -noforcemspd and -noforcemaccel the DEFAULT options; By default Source games do not set MouseSpeed to anything. For compatibility reasons, they add a new option -useforcedmparms which reverts to the older HalfLife engine behaviour. Easy test: Set in regedit smoothmousexcurve and smoothmouseycurve all to zero and use the launch options -useforcedmparms, now you cant move your mouse in csgo even with raw input. But wait why not set m_mousespeed 0 so csgo dont use the windows accelcurve? .... Dont work even with m_mousespeed 0 which tells windows not to use the smoothmousecurve settings you cant move your mouse. Same happens in cs 1.6. Without launch options you cant move your mouse when smoothmousex-ycurve is set all to 0. So m_rawinput doesnt bypass windows. In short: Set in regedit all mousecurves to 0. Restart your pc, and enjoy the first time csgo with right mouse input. You will feel it right on the start in the welcome screen that the mouse is super responsive now. @DPI Wizard @TheNoobPolice @Chief Blur Buster @MacSquirrel_Jedi Sources: https://www.hltv.org/forums/threads/391206/m-mousespeed-1-or-0 https://forums.blurbusters.com/viewtopic.php?t=9769 https://github.com/ValveSoftware/halflife/issues/2087
  23. I also tried 1600 many times. Yesterday I went back to 800 after a month cause iam still not able to use 1600. (1600 dpi 0,52 sens to 800 dpi 1,04 sens csgo) And yes I feel I can’t control 1600 even it should be the same as 800 with calculated sens. I don’t know why. Funny, in 2006 I only used 1600 dpi with my diamondback plasma and never had issues, guess iam old
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