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So, just so I am clear, where does the CM per 360 come from?


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Posted (edited)

So I am going to keep this short and sweet, I am considering using Mousotron to measure my flick distance, and from there get my ideal sens measured. But this methodolgy only really works if the cm per 360, is based on how much my cursor moves on screen, not the actual physical movement of my mouse.

But in theory, this should work, since I am measuring how much on 400 dpi, my cursor will move just using my wrist, getting consistent 90 degree turns. And also using a maximum, minimum, average, and common value to be my basis for this. 

But, I want this question clarified first, because I don't want to waste my time with this if I don't have to XD

My question is simply, is centimeters per 360 based on how much my cursor moves on screen? Or on the actual physical movement of my mouse?

Edited by Watsyurdeal
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Posted

The cm/360 value pretty much always refers to the physical distance required to complete a full 360 degree turn at a certain field of view so if you really want to do this you'd have to find another program that allows you to see the actual distance you moved the mouse.

Posted

I mean it doesn't really matter the field of view. If you're using cm/360, then it will always be a 360 on screen. Yes it refers to physical distance of your mouse movement. For example: One 38cm/360 swipe on my hyperx fury mousepad is a 360 in every single game no matter what fov i play at. But all cm/360 is good for is general spacial awareness. which is why a lot of people only use it for hipfire and use monitor distance match 0% for ads. As well as the fact that (obviously) if you matched 38cm/360 in a 6x scope on PUBG for example, it would be WAY too fast and your aim wouldn't be as good as it could be simply because you're only building muscle memory for that scope, so nothing transfers from another game or from that game to another game. (if that makes sense) 

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