This is still my assumption and based on my feeling. My feeling says direct monitor distance 0% conversion to and from OW between CSGO is bit awkward for me. That is, I feel really good with 4.25 (800dpi) in OW and its direct conversion is 1.35 in CSGO but it's little bit slow and likely appears as under-shoot. Between OW and BO4 or other games, I can't see any inconsistency but only between CSGO. This article explains why this happens.
Now, let's recall that the mouse distance 0% conversion is computed in the following calculation
cm1 = cm0 * tan(FOV0/2) / tan(FOV1/2)
and it's known to be optimal for micro-flick consistency. That's why 0.82 is optimal for AWP sens, 38 is best for Ana/Widow scope sens and 51.6 is best for Ashe ADS sens as they all need optimal micro-flick consistency.
In ordinary shooter like OW and BO4, the aiming is like this. You are moving left to right and direct to the enemy and shoot, no matter it is tapping (Mccree) or bursting (Soldier 76).
This movement reduces to simple and independent movements each only does a single thing.
- You move to right with no mouse adjustment
- You see the distance between your sight (dot line) and the enemy's position
- You micro-flick to the enemy and click
In CSGO however, player needs stopping by counter-strafing. And In this game unfortunately (or fortunately if you are crazy), the player moves more distance decreasing the velocity until it reaches 0.
Player typically start micro-flick and click almost at the same time as he presses A to counter-strafe. This means, the distance player observes and recognizes in micro-flick is the distance in black but what he really needs to micro-flick is the distance in red.