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Yeah. We did make some changes to the optical though. One of the things that we did was take a technology that is proven and reliable and available in other leading brands of optical mice, but what we have done that none of the other guys have done is removed the image correction. If you draw a straight line in paint, you draw a straight line with any of the current mice. Everyone, especially someone as smart as the GotFrag readers, will realize that your hand will never be steady when you try to draw this line. The reason that you’re drawing a straight line is because the mouse is predicting what you want to do, so you actually have correction of your movements. So you added the ability to disable that or have you already removed it? We have done it certain degrees actually. You can choose to completely remove it so you have the purest aim in the world, or you can go up in the settings and say “I would like some correction”. I would say that hardcore gamers would definitely go with zero correction of the movement, whereas someone of less talent might start off with a little correction but as they progress as a player will end up with zero correction. What would you say in response to the argument that the correction has been around for this long without people having noticed it? The first time a lot of people ever heard of it was when reading your blog post on fragyou. So if people have been performing rather well with corrections, is it something that is really that bad? Are they going to see a significant performance gain? People who are already pro players are going to see a huge increase in performance? A really good professional player will definitely see an increase in their performance because of this. Like everything else when you change your gear or peripherals it will take you time to get used to it, but a good aimer will definitely notice the difference. Someone on the lesser level will not notice it, he is already having trouble just getting his crosshair to the opponent’s head, but for the pro gamer it will absolutely make a difference. When we did testing with PGS (pentagram) gaming, the first question Luke from PGS had was, “Will this have correction?”. He knew about it already. It depends on who it is, because some players are really good and just sit down and play the game, and there are others who just really care about their peripherals. PGS guys are actually pretty cool to develop stuff with because they are highly opinionated and highly knowledgeable about the stuff they are using and they really care about it. In terms of the CPI switching, you guys went with two settings. What was your thought process on this? When you are using a mouse and keyboard, it is all about actions per minute. The easier it is for you to communicate with your computer the better. If you have three CPI settings, you will actually have a problem when using that in-game. Let’s say you take the AWP and you go into zoom mode, and that is where you want to do the CPI switching. Imagine you miss it, then you would have press the button up to a number of five times before you hit the correct CPI setting. Does that give you an in-game advantage when you are using a zoom mode and you also have to hit the button five times? No. But if you just have to hit the button once to achieve the desired settings, it cuts down on your reaction time. And just so you know, we had personal interviews with more than 500 gamers and we did calling on more than 2000 gamers as we developed this mouse. We honestly did not find a single gamer who could tell us that they used three cpi settings while playing a game. They often remapped various functions to that key, but they never used all three buttons as a CPI setting. So you feel that instead of having discrete buttons for each cpi settings like one of your competitors has, do you find that one button to switch between the two is a lot more effective? I think our solution is more effective but I only base that on the fact that I could not find a gamer who would use three CPI settings when playing their games. |





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