Sensitivity as a physical distance, not just a number
An in-game sensitivity number means nothing on its own, because every engine turns the view by a different number of degrees per mouse count. This calculator converts your DPI and sensitivity into the one measure that travels: how many centimetres of mouse movement turn you a full 360 degrees. It uses each engine’s documented yaw coefficient, shows your eDPI with a clear warning that eDPI is comparable within a game and not comparable across games, and converts your setting into another supported game, or to a new DPI, so the physical feel survives the move.
Your current setting
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Disclaimer: This calculator gives estimates for general information only. It is not financial, medical or other professional advice. Results assume raw input with no mouse acceleration; in-game settings that scale sensitivity (scoped, per-axis or curve settings) are separate from the base figure computed here.
What this calculator does
It converts a DPI and an in-game sensitivity into the physical quantity they produce: the distance your hand travels for a full turn. The conversion runs through the engine’s yaw coefficient, the degrees the view turns per mouse count at sensitivity 1, because that coefficient is where games differ and where bare eDPI comparisons break. From it come the counts needed for 360 degrees, those counts divided by DPI into inches and centimetres per 360, and the degrees turned per count at your setting. It also reports eDPI (DPI times sensitivity) because the figure is genuinely useful inside one game, while stating plainly that it is comparable there and not comparable across games whose coefficients differ. The converter then carries a physical feel across games or across a DPI change by holding counts per 360 constant and solving for the new sensitivity.
How to use it
- Trust cm/360, quote eDPI carefully. Two players at 34.6 cm/360 have the same physical sensitivity in any game, forever. Two players at eDPI 1200 have the same turn only if they share an engine; in Valorant that eDPI is a completely different hand movement. When someone shares a sensitivity, ask for their cm/360 or their game and DPI, never the raw sensitivity number alone.
- Measure your real DPI situation. The DPI in your mouse software is the figure to enter; beware mice whose actual DPI differs from the label and games that read a Windows pointer speed on top (raw input on is assumed here, and should be on in the game too).
- The converter preserves counts, hence feel. Moving from CS2 to Valorant at the same DPI, it finds the Valorant sensitivity producing identical counts per 360. Your muscle memory transfers on the first game, leaving only the game’s movement and gunplay to learn, which is the entire point of converting rather than re-deriving by feel over weeks.
- Changing DPI alone changes nothing physical. Doubling DPI and halving sensitivity produces the identical cm/360, as the converter shows when the same game is the target at a new DPI. Reasons to change DPI are granularity and menu speed, not the turn itself; players who “feel” a difference at matched cm/360 are feeling smoothing and sensor behaviour, real but separate from this arithmetic.
- Settle sensitivity in centimetres when experimenting. If aiming feels off, adjust by a target distance (from 35 to 30 cm/360, say) and convert back to the setting here. Changing the raw number by feel alone hides how large each experiment actually was, and most sensitivity journeys are longer than they needed to be for exactly that reason.
How it is calculated
- Degrees per count = sensitivity x yaw coefficient. Counts per 360 = 360 / degrees per count. Inches per 360 = counts per 360 / DPI; cm per 360 = inches x 2.54. eDPI = DPI x sensitivity, reported for within-game comparison only.
- Conversion: counts per 360 is the feel, so a target game sensitivity = 360 / (target yaw x counts per 360). At a different DPI, the same physical distance means counts per 360 scaled by new DPI / old DPI, and the formula is applied to the scaled counts; a same-game DPI move reduces to sensitivity x old DPI / new DPI.
Worked examples
Counter-Strike 2 at 800 DPI, sensitivity 1.5. Degrees per count = 1.5 x 0.022 = 0.033. Counts per 360 = 10,909.09. At 800 counts per inch that is 13.64 inches, 34.64 cm per 360, a medium-low sensitivity typical of tactical shooters, with eDPI 1200.
Valorant at 800 DPI, sensitivity 0.35. Degrees per count = 0.35 x 0.07 = 0.0245. Counts per 360 = 14,693.88, which is 18.37 inches or 46.65 cm per 360, eDPI 280. Note the lesson the pair teaches: this player’s eDPI is a quarter of the CS2 player’s, and their hand actually travels a third further per turn. eDPI across games does not merely mislead slightly; it points in the wrong direction.
Converting the CS2 setting to Valorant. Holding counts per 360 at 10,909.09 and solving with Valorant’s 0.07 gives sensitivity 0.471 at the same 800 DPI. And in CS2 itself, moving to a 1600 DPI mouse halves the sensitivity to 0.75 for the identical 34.64 cm per 360.
Reading your results
Place your cm/360 in the landscape honestly. Under about 25 cm is fast, wrist-led aiming with small movements and higher variance between shots; 30 to 45 cm is the crowded middle where most tactical shooter players live; beyond 50 cm is arm-led, deliberate and demanding of desk space. None of these is correct in the abstract: the right figure is the one where your tracking is smooth and your flicks stop on target, and it is stable once found, which is why converting it faithfully between games matters more than re-finding it. If your converted setting feels wrong in the new game, suspect FOV differences (the same turn at a different field of view feels different on screen) before suspecting the arithmetic; the counts do not lie, the perception genuinely changes.
Limitations
- Two engines ship as presets. Source and Valorant coefficients are documented and widely verified, so they are built in. Other titles are supported through their yaw coefficient entered manually; a game whose coefficient is not documented cannot be given an honest cm/360 by anyone, and this page declines to guess it rather than publishing a plausible fiction.
- Raw input is assumed. Windows pointer acceleration, in-game acceleration curves and smoothing all bend the relationship between counts and degrees. With any of them active the physical distance per turn varies with hand speed, no single cm/360 exists, and competitive play disables them for that reason.
- Scoped and axis-specific settings are separate. Scope sensitivity multipliers, vertical/horizontal splits and per-zoom settings scale from the base figure computed here. They inherit its feel but are not themselves computed, because each game names and applies them differently.
- FOV changes perception, not counts. A 360 at 90 degrees FOV and at 120 cover different amounts of visible world. The physical distance is identical; how far a flick feels like it travels is not, and adjusting for that is preference, not calculation.
Frequently asked questions
What is a good cm/360?
There is no universal good figure, only ranges by genre and a fit to your aim style and desk. Tactical shooter players cluster around 30 to 50 cm, arena and high-turn games demand faster figures, and professionals exist at both extremes of every range. The useful test is personal: at your figure you should be able to make a full turn comfortably on your pad and still stop a flick on a head-sized target. This page’s role is to state your figure exactly, translate it between games, and let you change it deliberately by centimetres rather than by superstition.
Why is eDPI not comparable across games?
Because eDPI multiplies DPI by a sensitivity number whose meaning each engine defines for itself. Sensitivity 1 in Source turns 0.022 degrees per count; in Valorant it turns 0.07, over three times as far. The same eDPI in the two games therefore describes turns differing by a factor of three, and a higher eDPI can even mean a slower physical turn, as the worked examples show. eDPI is a fine shorthand among players of the same title, which is all it was ever designed to be.
How do I find my cm/360 without this page?
Physically: in game, place your mouse at one edge of a marked distance, turn a full 360 degrees in a single steady sweep back to the same view direction, and measure how far the mouse travelled. Ten centimetres of tape and one careful turn give the same number the calculator derives from the yaw coefficient, and the agreement between the measurement and the arithmetic is a good check on both your DPI setting and your raw input. If they disagree materially, acceleration is active somewhere.
Should I change DPI or sensitivity to adjust my aim?
They do the same job for turning: cm/360 depends on their product through the coefficient, so either lever moves it and the converter shows the equivalences. Change DPI when you also want different menu and desktop speed or finer granularity at low in-game numbers; change in-game sensitivity for a game-specific adjustment that leaves other software alone. Decide the change in centimetres first (a 10% slower turn, say), then pick the lever, rather than nudging raw numbers and discovering the size of the step afterwards.
Related calculators
Method: counts per 360 from documented engine yaw coefficients (Source 0.022, Valorant 0.07), physical distance as counts over DPI, conversion by holding counts per 360 constant, exactly as defined on this page. Last reviewed: 13 October 2026.
