cm/360 and eDPI Explained: How to Measure Mouse Sensitivity
Sensitivity numbers mean different things in different games. cm/360 does not. Here is how the numbers fit together, with the formulas, so you can carry your aim between games and onto an acceleration curve.
Updated · Ergo Engineering
Three numbers: DPI, sensitivity and yaw
- DPI (or CPI) is how many counts your mouse reports per inch of movement. Set in your mouse software.
- In-game sensitivity is the game's multiplier.
- Yaw is how many degrees the game turns per mouse count at sensitivity 1. It is fixed by the game: 0.022 in CS2, 0.07 in Valorant, 0.0066 in Overwatch 2.
Put them together and you get the only number your hand actually feels: how far you move the mouse to turn.
cm/360: the number that works in every game
cm/360 is the distance your mouse travels for a full 360° turn.
cm/360 = 360 ÷ (yaw × sensitivity × DPI) × 2.54
Example: CS2 at 800 DPI and sensitivity 1.5 is 360 ÷ (0.022 × 1.5 × 800) × 2.54 ≈ 34.6 cm. Valorant at 800 DPI and 0.471 gives the same 34.6 cm, so those two settings feel identical.
Lower cm/360 means a faster (higher) sensitivity. Higher cm/360 means slower and more precise, with more arm movement.
eDPI: good inside one game, wrong across games
eDPI = DPI × in-game sensitivity. It is handy for comparing players of the same game: 400 DPI at 2.0 and 800 DPI at 1.0 are both 800 eDPI in CS2 and feel the same.
It breaks between games because each game has its own yaw. 800 eDPI in Valorant turns about 3.18 times farther than 800 eDPI in CS2. To compare across games, use cm/360, or convert by the ratio of the yaws.
Sensitivity yaw by game
| Game | Yaw (° per count) |
|---|---|
| Counter-Strike 2 | 0.022 |
| CS:GO | 0.022 |
| Valorant | 0.07 |
| Apex Legends | 0.022 |
| Overwatch 2 | 0.0066 |
| Call of Duty (MW3, Warzone, Black Ops 6) | 0.0066 |
| Fortnite (X/Y sensitivity %) | 0.005555 |
| Destiny 2 | 0.0066 |
| Quake Champions / Quake Live | 0.022 |
| Team Fortress 2 | 0.022 |
| KovaaK's (default scale) | 0.022 |
To convert between two games at the same DPI: new sensitivity = old sensitivity × old yaw ÷ new yaw. The sensitivity converter does it for you, including a DPI change.
cm/360 with an acceleration curve
With an acceleration curve, your cm/360 is no longer one number: it depends on how fast you move. The practical way to think about it:
- Your slow-aim cm/360 should stay where your muscle memory is today. Keep the base of the curve at your current sensitivity.
- Your flick cm/360 is lower (faster), set by the top of the curve, so big turns need less mousepad.
AimStation builds the curve around your recorded slow-aim and flick speeds and lets you set both ends in plain language. See the mouse acceleration guide.
FAQ
What is cm/360?
cm/360 is how many centimetres you move your mouse to turn a full 360 degrees in game. It is the one sensitivity number that means the same thing in every game, because it measures your hand, not a game setting.
What is eDPI?
eDPI (effective DPI) is your mouse DPI multiplied by your in-game sensitivity. It is a quick way to compare sensitivity between players of the same game, but not between different games.
How do I calculate cm/360?
cm/360 = 360 / (yaw x sensitivity x DPI) x 2.54. For CS2 (yaw 0.022) at 800 DPI and sensitivity 1.5, that is 360 / (0.022 x 1.5 x 800) x 2.54 = about 34.6 cm.
Why can't I compare eDPI between Valorant and CS2?
Because each game turns one mouse count into a different angle (its yaw). Valorant's yaw is 0.07 and CS2's is 0.022, so the same eDPI turns about 3.18 times farther in Valorant.