To settle this from my perspective (and I think the terminology usage/divide is complicating things):
Changing the resolution in AP Builds or in Trunk Builds, does not currently change the input smoothness/acceleration rate in the mouse flight controls at all. Nor does changing Windowed/Fullscreen/Borderless (-fullscreen_window)
What the difference is, is that currently under the exact same settings and resolutions, flipping between Current AP and Current Trunk has significant differences, so we're discussing how to address that and how to approach the right factor. (Where's Quantum Delta when you need him?
)
And at a truly 1:1 mapping, your resolution would control your movement if all else stayed the same. If DPI/Sensitivity dictates that for C in centimeters of physical movement the cursor moves X pixels at Y resolution and it stays moving at the same C to X when you change resolution, your perceived distance of motion is now 'more' or 'less' even though you've still moved the exact same number of pixels in the exact same physical distance traversed.
So, actually, you DO have to enter a scaling factor based on resolution to make the perception of screen traversal RATIO feel the same. People have just gotten used to that NOT being the case or something tells them that it's 'wrong' when working more as intended vs. what they desired namely because a lot of games already handle that invisibly to them outside of whatever modifications they have to make due to customizations or options that adjust that behaviour. And for the longest time, stock Trunk/Retail has done exactly that, where as with the SDL code, we're essentially back at the "drawing board" so to speak, so we're fishing.