Calculate your real mouse sensitivity in centimeters per 360-degree turn. Enter DPI, in-game sensitivity, and game yaw to find cm/360, inches/360, eDPI, 180° distance, and equivalent sensitivity for another FPS game.
This calculator uses the proper game-yaw formula, not just DPI multiplied by sensitivity. That matters because a sensitivity number of 1.0 does not mean the same thing in every game. CS2, Valorant, Apex Legends, Overwatch 2, Fortnite, and Call of Duty all interpret mouse movement differently, so the calculator lets you choose a game preset and also gives a custom yaw option for advanced users.
Formula used: cm/360 = (360 × 2.54) ÷ (DPI × sensitivity × yaw). If your game has separate hipfire, ADS, scoped, or build/edit sensitivity, calculate each setting separately.
CM/360 means centimeters per 360-degree turn. It tells you how far your mouse must travel on the mousepad for your view to rotate one full circle in a game. A smaller cm/360 number means a faster sensitivity because your character turns around with less hand movement. A larger cm/360 number means a slower sensitivity because you need more desk space to complete the same turn.
Gamers use cm/360 because in-game sensitivity numbers are not universal. A value of 1.0 in CS2 is not the same as 1.0 in Valorant. A value of 5 in Overwatch 2 is not the same as 5 in Call of Duty. DPI also changes the feel, because 400 DPI at sensitivity 2.0 and 800 DPI at sensitivity 1.0 can produce the same eDPI in one game. CM/360 cuts through those confusing numbers and shows the physical movement that your hand actually feels.
For aim training, sensitivity conversion, and cross-game muscle memory, physical distance is usually easier to compare than raw sensitivity. When you know your cm/360, you can move from CS2 to Valorant, from Apex to Overwatch, or from Warzone to an aim trainer and keep the same full-turn distance. You may still need small changes for FOV, ADS multipliers, recoil systems, and game speed, but cm/360 gives you a reliable baseline.
Your mouse reports movement in counts. DPI means dots per inch, so an 800 DPI mouse reports about 800 counts for one inch of movement. The game then multiplies those counts by your in-game sensitivity and by a yaw value. Yaw is the number of degrees your view rotates for each mouse count at sensitivity 1.0. Once you know DPI, sensitivity, and yaw, you can calculate how many inches are needed for 360 degrees, then convert inches to centimeters.
The formula is: inches/360 = 360 ÷ (DPI × sensitivity × yaw). CM/360 is simply inches/360 multiplied by 2.54. For example, CS2 and many Source-engine style games commonly use a yaw value of 0.022. At 800 DPI and 1.0 sensitivity, the calculation is 360 ÷ (800 × 1 × 0.022) = 20.45 inches. Convert that to centimeters and you get about 52.0 cm/360.
Valorant has a different scale. A Valorant sensitivity of 0.314 at 800 DPI is close to the same full-turn distance as CS2 sensitivity 1.0 at 800 DPI. That is why directly copying sensitivity numbers between games feels wrong. A converter should preserve the physical distance, not the raw number shown in the menu.
eDPI is still useful, but mostly inside the same game. eDPI means DPI multiplied by in-game sensitivity. In CS2, 400 DPI × 2.0 and 800 DPI × 1.0 both equal 800 eDPI and should feel very similar. Across different games, eDPI alone is not enough because yaw and sensitivity scales are different. Use eDPI for same-game comparison and cm/360 for cross-game comparison.
There is no perfect sensitivity for every player. Arm length, mousepad size, desk height, grip, game role, monitor size, and experience all matter. Still, these ranges are practical starting points for most FPS players who want a balanced setup. Use them as guidance, then adjust slowly based on comfort and performance.
| Game / Style | Common Starting Range | Best For | Adjustment Advice |
|---|---|---|---|
| Valorant | 35–55 cm/360 | Precise crosshair placement, holding angles, micro-corrections | Start near 40–45 cm if you are unsure. Raise cm/360 if you overflick; lower it if clearing angles feels slow. |
| CS2 / CS:GO | 35–60 cm/360 | Recoil control, headshot precision, tactical rifle aim | Many players prefer slower aim here. Make sure your mousepad allows a comfortable 180° without lifting. |
| Apex Legends | 25–45 cm/360 | Tracking, target switching, close-range movement fights | If tracking feels stiff, lower cm/360 slightly. If long-range aim shakes, increase it gradually. |
| Overwatch 2 | 20–45 cm/360 | Hero-dependent aim: hitscan, tracking, flicking, mobility | Hitscan players often go slower than high-mobility heroes. Consider separate hero profiles when needed. |
| Call of Duty / Warzone | 15–35 cm/360 | Fast turns, close fights, target transitions, movement-heavy play | Hipfire cm/360 is only part of the setup; check ADS multiplier and monitor distance coefficient too. |
| Fortnite | 15–35 cm/360 | Building, editing, shotgun flicks, fast camera movement | Calculate look sensitivity separately from scoped or targeting sensitivity if you use different multipliers. |
These ranges are not rules. A wrist aimer may prefer lower cm/360, while an arm aimer may prefer higher cm/360. The best setting is the one you can repeat accurately under pressure.
Choose a balanced number first. For tactical shooters, 40 cm/360 is a safe test point. For faster games, 25–30 cm/360 can feel more natural. Avoid copying the lowest or highest pro setting before you understand your own aim style.
Your mousepad should be wider than your 360° distance. If your setting is 50 cm/360 but your pad is only 40 cm wide, large turns will require frequent lifting and resetting. A 180° turn should feel comfortable.
High sensitivity can feel amazing for movement but unstable for fine aim. Low sensitivity can feel accurate but slow for sudden turns. Pick the sensitivity that helps you win realistic fights, not only the one that feels flashy in warmup.
Do not judge a new cm/360 after ten minutes. Your hand needs time to adapt. Use the setting for several sessions, play deathmatch or aim trainer tasks, then adjust in small steps instead of changing constantly.
Most players improve faster when they stop chasing random numbers and build consistency. Once you find a range that feels stable, keep it long enough to develop muscle memory. Small adjustments are fine, but large daily changes can make your aim feel new every time you play.
To convert sensitivity correctly, you are not trying to copy the same menu value. You are trying to copy the same physical turn distance. The workflow is simple: calculate your current cm/360, select the target game, keep your target DPI the same or enter a new DPI, then use the equivalent target sensitivity shown by the calculator.
After conversion, expect the feel to be close but not identical in every situation. FOV, aspect ratio, zoom sensitivity, scoped multipliers, recoil patterns, and aim acceleration settings can change how the same cm/360 feels. Treat the result as a strong baseline, then fine tune for the specific game.
A calculator is fast, but a manual check is useful if you want to confirm your settings. Place a ruler or measuring tape on your mousepad. Put your mouse at the starting point, then aim at a fixed object in a private match or practice range. Move your mouse in a straight line until your view completes one full 360° turn and points back at the same object. The physical distance you moved is your measured cm/360.
For better accuracy, repeat the test three times and average the distance. Keep Windows pointer speed at the default 6/11 if the game uses raw input, and disable mouse acceleration unless you intentionally use it. Make sure your in-game sensitivity, DPI stage, and active profile are correct. If the manual measurement differs from the calculator by a large amount, check whether the game has raw input disabled, extra multipliers, ADS scaling, or a different sensitivity scale.
eDPI is useful inside one game, but it does not transfer perfectly across different engines. Two games can use the same DPI and sensitivity number while producing very different turn distances.
Hipfire cm/360 does not always control your scoped aim. Games like Valorant, Apex, Fortnite, and Call of Duty can have separate ADS or scoped multipliers that should be tested individually.
Constant changes make it hard to build consistency. Adjust in small steps, keep notes, and test each new setting for enough time before deciding whether it is better.
A very low sensitivity needs a large mousepad and enough arm room. If your desk is cramped, a moderate cm/360 may perform better than a pro-style low sensitivity you cannot physically use.
DPI changes how many counts your mouse sends for each inch of movement. Lower DPI values such as 400 or 800 are still popular because they make sensitivity numbers easy to manage and can feel predictable. Higher DPI values such as 1600 or 3200 are also usable if your in-game sensitivity is lowered to preserve the same cm/360. The physical turn distance can stay identical even when the DPI number changes, as long as sensitivity is adjusted correctly.
For example, 800 DPI at CS2 sensitivity 1.0 gives the same cm/360 as 400 DPI at CS2 sensitivity 2.0 because the product of DPI and sensitivity is the same. That does not mean every DPI feels identical to every player. Some people prefer higher DPI because small mouse movements are sampled more finely, while others prefer the classic 400 or 800 DPI feel. The best approach is to choose one DPI you like, calculate the matching sensitivity, then stop changing both variables at the same time.
Polling rate is separate from cm/360. A 1000 Hz mouse and an 8000 Hz mouse can have the same sensitivity distance if DPI and sensitivity are matched. Polling rate affects how often the mouse reports movement, while cm/360 affects how far your hand travels for a turn. For most players, a stable 1000 Hz setting is already excellent. Higher polling can feel smoother on high-refresh setups, but it may use more CPU and should not be used as a substitute for good sensitivity control.
Most cm/360 calculators focus on hipfire sensitivity because it is the base value used for normal camera movement. Many FPS games also include separate ADS, scope, targeting, or zoom multipliers. These settings can change the distance required to move your crosshair while aiming down sights, even if your hipfire cm/360 stays the same. This is why two players can share the same hipfire sensitivity but feel completely different with rifles, snipers, or scoped weapons.
When a game has separate scoped settings, do not assume that matching hipfire cm/360 solves everything. Valorant has scoped sensitivity multipliers, Apex has ADS settings per optic, Fortnite separates look, targeting, scoped, build, and edit sensitivity, and Call of Duty has ADS transition and monitor-distance options. If your hipfire feels right but your scoped aim feels too slow or too fast, adjust the scoped multiplier instead of changing your entire base sensitivity.
A practical workflow is to lock in your hipfire cm/360 first, then tune ADS around real fights. Use practice range drills, deathmatch, or aim trainer scenarios that match the weapon types you actually use. If you mainly play rifles in tactical shooters, scoped values may matter less than crosshair placement. If you play battle royale or hero shooters with many zoom levels, ADS consistency becomes much more important.
After calculating your cm/360, use a repeatable testing routine instead of judging by feeling alone. Start with five minutes of smooth tracking. Choose a target or bot and follow it without clicking, focusing on relaxed hand movement. If your crosshair constantly overshoots, your sensitivity may be too fast. If you cannot keep up with targets or need to lift the mouse too often, it may be too slow.
Next, test flicks and corrections. Aim away from a target, flick toward it, then make a tiny correction before shooting. A good sensitivity should let you land near the target without requiring a huge correction every time. You do not need perfect one-flick aim. In real matches, the small correction after the flick is often what decides the shot, so your cm/360 should make those corrections easy.
Finally, play real matches or realistic practice modes. Sensitivity that feels good in an isolated calculator or aim trainer can feel different when movement, recoil, pressure, abilities, and map awareness are involved. Keep notes after each session: overflicking, underflicking, running out of pad, shaky tracking, or slow turns. Adjust only one variable at a time and move in small steps. For example, change from 45 cm/360 to 42 cm/360 or 48 cm/360, not from 45 to 20.
Enter your DPI, choose your game, calculate cm/360, then test the result in a practice range. Keep the setting stable for a few sessions before making small adjustments.