Mouse DPI Calculator (eDPI & cm/360)
Turn your mouse DPI and in-game sensitivity into the numbers that actually describe your aim: eDPI, the physical distance to turn a full 360°, and the raw mouse counts behind it. Pick your game so the maths uses the right turn rate, or run it in reverse to find the sensitivity that hits a target cm/360.
cm/360 = 360 ÷ (yaw × sensitivity × DPI) × 2.54 · eDPI = DPI × sensitivity
Assumes a linear 1:1 sensitivity with no mouse or in-game acceleration and no scoped multiplier. Yaw is the game’s degrees-per-count at sensitivity 1.0.
Not sure your DPI is set correctly? Measure it with the Mouse DPI Analyzer
What the calculator works out
From a DPI value and an in-game sensitivity it derives four figures. eDPI (effective DPI) is DPI multiplied by sensitivity — a single number that captures how fast your aim feels. cm/360 and inches/360 are the physical distance your hand moves to spin the camera a full 360°, which is the most honest way to compare setups because it is a real-world measurement rather than an arbitrary in-game value. counts/360 is how many hardware counts (dots) the sensor reports over that turn, and unlike distance it does not depend on DPI. Everything runs live in your browser as you type.
How DPI and in-game sensitivity combine
Your sensor reports counts as you move: counts = distance in inches × DPI. Each game turns those counts into rotation with a fixed "yaw" constant — the degrees the view rotates per count at sensitivity 1.0. So rotation = counts × yaw × sensitivity, and turning 360° needs 360 ÷ (yaw × sensitivity) counts. Divide by DPI and convert to centimetres and you get cm/360 = 360 ÷ (yaw × sensitivity × DPI) × 2.54. Source-engine games such as CS2 and Apex use a yaw of 0.022; other games use different constants, which is why the same sensitivity number feels different from game to game.
Why cm/360 is the truest measure
DPI alone tells you nothing about aim, because it is cancelled out or amplified by the in-game sensitivity. eDPI is better, but it is only comparable within one game — a sensitivity of 1.0 does not mean the same thing in CS2 and Valorant. cm/360 sidesteps both problems: it is measured in centimetres of hand travel, so it carries across games, DPI settings and sensitivity scales unchanged. If two players share the same cm/360, an identical hand movement produces an identical turn, whatever their DPI or game. That is why it is the standard players use to copy a feel from one setup to another.
Choosing a sensitivity
- Lower cm/360 (roughly 15–25 cm) is a high, "wristy" sensitivity favoured for fast flicks and small desks.
- Higher cm/360 (roughly 35–50 cm and up) is a low, "arm-aim" sensitivity that trades speed for precision and consistency.
- Most competitive FPS players sit somewhere between 20 and 45 cm/360; there is no single correct value.
- Keep DPI at a native sensor step (commonly 400, 800 or 1600) and adjust feel with in-game sensitivity rather than odd DPI values.
- Pick a cm/360 you like and keep it fixed across games — use the reverse mode here to find the per-game sensitivity that matches it.
