To check whether mouse acceleration is affecting your aim, move the mouse the same physical distance twice, once slowly and once quickly. Then see whether the cursor or crosshair lands in a different spot.
Next, change only the acceleration setting and repeat both speeds. If slow and fast moves land in reliably different spots, and that gap changes when you flip that one setting, acceleration may be part of the problem.
Treat this as a diagnostic check. It can't prove that acceleration is the only cause of inconsistent aim. It also only tells you about the input path you actually measured, so a desktop cursor result doesn't automatically carry over to a game.
Set Up a Controlled Acceleration Test
The test works because it changes one thing at a time: first movement speed, then the acceleration control. Everything else stays fixed, so a repeatable difference points to speed-dependent movement rather than a DPI or sensitivity change.
Hold the Setup Constant
Use the same game, DPI, in-game sensitivity, mouse, mousepad, and display resolution for every pass. Put two small pieces of tape on your mousepad to mark a fixed start point and end point. That way, every pass covers the same physical travel. Then pick a fixed screen reference. On the desktop, start the cursor on a landmark such as the corner of an icon. In a game, line the crosshair up on a fixed object in the scene.

Measure where the cursor or crosshair ends up, not your hit rate or match results. Those numbers mix in reaction time, target movement, and many other variables. If you want a more structured version of this setup, our repeatable target-grid drill uses the same idea of fixed targets and one controlled change at a time.
Compare the Same Travel at Different Speeds
Speed is the variable that exposes acceleration. On Windows 10, mouse acceleration increases pointer movement based on how fast you move the mouse, and the setting tied to it is Enhance pointer precision. So the same hand travel can produce different on-screen distances.
Move from the first tape mark to the second at a slow, steady pace. Note where the cursor lands. A screenshot lets you compare the end position against your landmark, or read its pixel position if your screenshot tool shows coordinates. Return to the start, line up again, and repeat at a fast pace. Do several passes at each speed, so you can see whether the slow endpoints and fast endpoints form separate groups or overlap.
Change Only the Applicable Acceleration Control
Now flip the one acceleration control that applies to the path you measured, and repeat the slow and fast passes exactly as before. For a Windows desktop cursor test, that control is Enhance pointer precision. Don't touch DPI, in-game sensitivity, or anything else between the before and after runs. If you do, you can't tell which change caused the result.
If you're measuring the in-game crosshair, the setting you change has to be one that actually reaches the game. When you can't establish that, the in-game part of the test stays inconclusive. The next section explains how to check.
Check Whether the Game Uses the Tested Input Path
Not necessarily. A Windows pointer setting controls the desktop cursor, and a game may receive mouse data through a different path.
Windows 11 Desktop-Pointer Setting
Microsoft documents the Windows 11 Enhance pointer precision setting under Settings > Bluetooth & devices > Mouse. You can also reach it through Additional mouse settings, then the Pointer Options tab. Use this route for a Windows 11 desktop cursor comparison. It is a system pointer control, not a universal game setting.
A Game's Windows Input Path
Microsoft explains that applications that register for Raw Input receive device data through a message called WM_INPUT. They get the data directly from the device and process it themselves. No application receives Raw Input by default, so a program has to opt in.
In practice, a game may handle mouse data separately from the desktop cursor. If you don't know which path your game uses, your desktop result can't tell you what happens to your crosshair. A raw input setting indicates how the game receives data, not whether acceleration is applied. Check the game's settings or documentation for a confirmed acceleration control to test with the crosshair method. If no game-level acceleration control is confirmed, keep your in-game conclusion open.
Interpret the Pattern Without Overcalling It
Read your results by matching your notes to one of three outcomes, and keep cursor and crosshair results apart. Before you start, make sure each outcome is based on repeated passes, not one odd swipe.

- Repeatable difference that changes with the control. Slow and fast passes land in clearly separate spots, and the gap changes when you toggle the applicable setting. This suggests acceleration may contribute in the path you tested. It doesn't prove acceleration is the only cause of your aim inconsistency.
- No detected difference. Slow and fast endpoints overlap with the setting in both positions. That means this test found no difference under these conditions. It doesn't mean acceleration is absent in every setting or input path.
- Inconclusive. You measured the desktop cursor, but your game may use a different input path. Because Raw Input uses its own registration path, a desktop toggle may not reach the game. Leave the in-game conclusion open until you test a control you know the game uses.
If the endpoints scatter at both speeds with no clear pattern, the inconsistency may come from somewhere else. Check other input bottlenecks one at a time instead of changing several settings at once.
FAQs
Should I just turn Enhance pointer precision off for gaming?
Not as a blanket rule. If your test shows a repeatable speed-dependent shift in the path you aim with, and you want the same hand travel to give the same result at any speed, try the "off" position and re-run your passes. If the test showed no difference, or you can't confirm the setting reaches your game, you have no evidence from this check that changing it will help.
Can I use my hit rate or match stats to test acceleration instead?
Those numbers are a poor test because they change with reaction time, target behavior, fatigue, and opponents. A fixed-distance displacement check removes most of that noise. Once you've settled the acceleration question, use performance stats to judge comfort over time, not to diagnose the cause.
Why not adjust DPI while I'm testing?
DPI changes how far the cursor moves for the same hand travel, so it shifts your endpoints on its own. If you change DPI and acceleration together, you can't tell which one moved the result. Keep DPI fixed for the whole test and change it later as a separate experiment.
What if my game has its own raw input option?
A raw input toggle changes how the application receives device data, not whether acceleration is applied. Turning raw input on or off by itself does not determine if mouse acceleration is affecting your aim. Look for dedicated acceleration controls in the game settings to test, while our guide to PAW3950 and raw input settings covers how raw input coordinates with DPI and polling rates.