A pixel takes up a certain amount of angular space on the screen (not usually the same angular space across the field of view, but for our purposes we only care about the angular space near the center of the field of view since thatâs where the apparent motion takes place).
The higher your actual resolution, the smaller an angle each pixel covers.
Similarly, each mouse âtickâ will move the field of view a certain angular distance. At equivalent eDPI (the same distance moved on the mouse is the same angle turned in-game), the lower DPI moves a larger angle per tick to accomplish that turn.
Once the angle to turn exceeds the angle covered by a pixel near the center of the screen âpixel skippingâ appears to happen. Of course itâs not actual pixel skipping in a first person game (although it is actual pixel skipping in other games) ; new pixels are rendered, yes, but the way they are rendered creates an illusion of motion, so that if you are turning left it appears as if the pixels are moving right.
If the angle a single tick moves you exceeds the angle a single pixel covers by 1.5x, then the crosshair will appear to âskipâ a pixel every other frame (or if you prefer, and slightly more accurately, the scene - near the crosshair - will appear to âmoveâ two pixels instead of one every other frame).
If you now increase your resolution (from 1080p to â4kâ), then you halve the angle that each pixel covers. Each tick of the mouse will make the scene appear to rotate 3 pixels with each tick. Now halve the resolution of the mouse, and each tick of the mouse will make the scene appear to rotate 6 pixels with each tick. (Of course, if you measure far from the crosshair, it will normally appear to rotate by more near the edges, although this is dependent on in-game camera, FOV setting, and display aspect ratio).
Anyway. Low DPI setting then has multiple effects. One is apparent pixel skipping for slow, smooth movements where a frame is rendered every mouse tick, the screen will apparently âjumpâ with each tick.
It will also âfeelâ more jumpy because the mouse moves further before a âtickâ is registered - at 400dpi, if 1/400th of an inch hasnât been traversed, then you wonât get any apparent movement, when it has youâll move in that moment the entire distance. At 1600dpi, you could render 4 different frames at smaller differences of angle in that same traveled distance.
Lastly, there are certain angles that you cannot land on. When moving very quickly your frame-to-frame change in angle will be more than a single mouse tick anyway, but since each tick moves you a certain amount, you might be able to turn e.g., at 400dpi, 8.4 degrees or 8.5 degrees, but not 8.45 degrees. At 1600dpi, you could turn 8.4, 8.425, 8.45, 8.475, or 8.5 degrees.
(Not actual numbers for any particular settings, but itâs on the same order of magnitude of actual numbers)
Whether you call it pixel skip or angle skip in this kind of flick-shot situation, the result is still the same: you canât place the crosshair as precisely at lower dpi (assuming the same eDPI).
Now, resolution does not really affect this last factor at all. In the flick-shot situation youâre already moving so fast that each frame is jumping considerably. In the smooth-travel scenario, though, screen resolution has a significant affect on feeling jumpiness and apparent pixel-skip.
Arguably, some of that âjumpinessâ is simply unavoidably built-in to lower resolution monitors with their larger pixels covering larger angles of the field of view, so you could say that as you increase resolution with a low mouse dpi, youâre just missing out on extra smoothness and not gaining extra jumpiness⌠but still, there is jumpiness that could be eliminated.
Well, that was a long explanation⌠which is why we usually just hand-wave it down to âitâs pixel skippingâ.
Oh, as for this, obviously, getting the right eDPI is very important. A little bit of jumpiness is almost always going to be less of a problem than having an oversensitive ⌠err⌠sensitivity.