I don't understand your question. Yes you can sync your monitor to your mouse but that's irrelevant to smoothness. Smoothness comes out of refresh rate synced to fps on the one hand and a higher than normal(125hz) mouse refresh rate on the other.
If only all the people that tweak their cfg's, sync some shits, buy expensive bullshits, concentrated that energy into trying to play better... yeah kids you was going to play better.
the picture does not get smoother when fps = hz, that's a common myth. you should see a line where the screen updates now (called tearing? i'm unsure about the correct term). fps should always be a bit higher than monitor hz unless you use vsync (which you shouldn't in a fps).
why are you under the impression you are able to sync mouse input to monitor refreshs? i don't quite follow :d doesn't usb simply poll the port x times a second, irregardless of whatever your fps or hz are?
my technical knowledge is very limited, but i used to obsess over stuff like this and read everything i could and tested most of it (then read some more).
afaik you can not actually "sync" fps and hz unless you use vsync, which basically introduces a "wait" which results in input lag as most fps players already know by now.
it's better to have the graphics card render a few frames ahead to always have an up to date picture to draw. when we used crt's you could actually see the screen update line by line when using fps = hz, i experienced that when trying out def's qw config (77fps/77hz).
things start to get complicated when hz and fps for whatever reason are anything but close, for example with d3/q4 63fps engine. no one in their right mind would have chosen to use 60hz instead of 120hz with that, but i found it very unpleasent to play in comparison to earlier quake games.
to me, one should always use the highest hz (both usb and monitor) possible as long as it doesn't fuck up something else and fps should be a bit higher than the monitor hz. if this isn't possible, then i would start thinking about using a multiplier of the wanted values, eg. 120hz/250fps or 144hz/300fps ... :d
/ed: i fail to see what the usb polling has to do with the above though, if anything it's probably bound to cpu cycles but surely not to the screen updating.
1) use reply or stfu.
2) why does 500/1000hz usb and a 100hz monitor mean they are synced and in what way? explain.
3) how did you manage to make that 120hz tft display of yours run at 100hz? it's either 60 or 120 for me.
do you get what i'm trying to say, what exactly are you trying to sync and how is that going to work?
technically, higher monitor hz are ALWAYS preferable unless they result in visible screen artifacts. if you "feel" otherwise, go ahead and do whatever you want to do.
I used 160hz in cs and a lot of others did, too. You just had tearings effects on 120hz/640*480 hence you either played with 160hz or sticked to 100hz.
No flame, easy math. Anything below 125fps means youre sending 63 packets effective, (cause the next option from 125 is 62.5 a.k.a. 63) which makes your model jerkier to the other player, and you having half the precision of input commands.
Probably I will give it a go with 125fps.. I just thought when it's not related to movement like it was in q3, it can't harm to use this smooth 120/120 hz setting after I switched from 75hz lcd...