That’s going up from 30 to 60. Obviously with a gap that big, there’s going to be a noticeable difference. 59 to 60 is a difference that is not something you can physically perceive.
Not to mention, input lag can be upwards of 50 ms, which is far above the 16 ms gap between frames. Even if you could tell the difference (which you cannot), you wouldn’t even be able to do anything different, simply due to the fact that it doesn’t provide a big enough gap in time for you to even react.
You are correct. Google has apparently been updated since the last time I checked. 250 is still average, but the fastest reaction time has been upped (100 ms - 120 ms).
That is misleading and not really accurate for pressing buttons. I can pull out a stop watch and consistently stop it more accurately than 100ms of what I am trying for.
Try it yourself if you dont believe me. You dont have to be super human to be more accurate than 1/10th of a second when it comes to pressing a button. dont test it online though, use a real stop watch or phone in your hand
Aiming is mostly weird in this game because of the crappy animation interpolation.
You have heroes that move their head to two feet back and forth just by pressing A and D respectively instead of having a smooth build up in movement. I think about games like Team Fortress 2 which have much tighter aim requirements than even the old version of Overwatch where the aim was tighter.
Does messing with these break ToS? I’d be down to experiment with new in-game and drivers settings to see how the affect my performance but I’m not sure if something like this is liable to get me banned.
Messing with the compatibility settings of the executable shouldn’t break ToS, as it isn’t giving you an unfair advantage. Every other setting everywhere else also shouldn’t break ToS either. Even RIVATUNER was explicitly approved for use.
Turn turning around in game at 30 fps, then try it at 360 fps. There’s a difference. It’s not a blur when you move when using high frame rate. And yes, it makes it many multitudes easier to aim.
How would this be at all representative of reaction time? You completely eliminate the necessary random variable in order for it to be considered a “reaction” by putting the “start” variable in your own hands.
I don’t see how this could possibly be accurate/comparable to an in-game scenario.
Dunno if it was mentioned yet, but simply changing in-game mouse sensitivity may be one of the most helpful things you can do.
My mouse space is roughly 12"x12", so my base sensitivity is pretty high. At base in-game sensitivity my aim was good when tracking, but my flicks often overshot. Lowering that value in-game made my tracking and my flicks better.
yeah, I also found it easier to aim when I increased my cm/360 by lowering my DPI, however this post was mostly about objective improvements to aim, not about personal preference. ingame sensitivity is one of those and as someone who used to use an absurdly high effective sens I can attest to its effectiveness, but I did eventually switch to a lower effective sens to avoid potential issues.
Having a low DPI, however, reduced the amount that unintentional micro-movements (that everyone does) affect my aim. Now it almost looks like i’m aimbotting because my tracking is so silky smooth. All of those people online (and pros) shilling low dpi for the longest time made me not want to try it because i thought “there’s no way it makes that much of a difference”, and then I tried it and the results were amazing.
For context i used to play on a really small mouse surface so my previous settings were 2400 dpi and 11.31 ingame sens (4.81 cm/360), which I changed to 800 dpi and 11.31 ingame sens (15.31 cm/360).
Shoe pointed it out, but I was mocking the typical “humans cant even detect” nonsense, as if it isnt insanely obvious when playing with higher refresh rates.
He was talking about frametimes fluctuating and why you use rtss because frametimes all over the place IS affecting what you see and when you see it. To a degree it is not perceptible, but reducing and stabilizing variances as low possible helps facilitate CONSISTENT responses that can then help you build on your aim and such.