Mouse Sensitivity Converter (cm/360)
The same eDPI means different things in different games — 800 eDPI is 51.95 cm/360 in CS2 and 16.33 in Valorant. Only cm/360 compares across titles.
Enter your DPI, your in-game sensitivity and which game it is in. cm/360 is how far the mouse physically travels to spin you all the way round — the one measurement that means the same thing in every game.
Your details
What the mouse is set to, not what the box says it can do.
The usable width you actually sweep across.
Result
How far the mouse travels to spin you all the way round. The only figure that compares across games.
- Inches per 360°The same thing in inches, if that is how you think about desk space.
- 20.45
- cm for a 180° flickHalf the 360. This is the turn you actually make in a game — checking behind you.
- 25.98
- Mousepad room left after a 180Centimetres. NEGATIVE means the turn does not fit on your pad without lifting.
- 19
- eDPIDPI x sensitivity. Useful WITHIN one game, misleading between two.
- 800
- Mouse counts per 360°How many sensor counts the game needs to turn you round. Independent of DPI.
- 16,364
- Same feel in the other gameSet this sensitivity in the game you chose to convert to, keeping the same DPI.
- 0.314
About this tool
Mouse Sensitivity: What cm/360 Actually Means800 eDPI is 51.95 cm/360 in CS2 and 16.33 in Valorant — the same number describing settings three times apart. Here's the maths, and the conversion.
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Sensitivity Reference Cardcm/360 is the only figure that compares across games. eDPI is not.
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Mouse Sensitivity Converter (cm/360) infographicThe key numbers as one image — free to save, share, or embed on your own site with credit.
How this is calculated
cm/360 IS THE ONLY HONEST COMPARISON. Every game scales its sensitivity slider differently, so "my sens is 1.5" is meaningless across titles. What does not change is physics: how many centimetres of desk you have to drag the mouse across to turn a full circle. That is cm/360, and it is the number pros quote. THE ARITHMETIC: cm/360 = 2.54 x 360 / (DPI x sensitivity x yaw), where YAW is the game's own constant - the degrees your view turns per single mouse count at sensitivity 1. THE YAW VALUES USED HERE: Source-engine games including CS2, CS:GO and Apex Legends use 0.022. Valorant uses 0.07. Overwatch 2 uses 0.0066. These are the published constants the conversion community has used for years, and the ratios between them are exact: Valorant to CS2 is 0.07/0.022 = 3.18, and CS2 to Overwatch 2 is 0.022/0.0066 = exactly 3.333. ⚠️ eDPI DOES NOT COMPARE ACROSS GAMES, AND THIS IS THE MISTAKE ALMOST EVERYONE MAKES. eDPI is just DPI x sensitivity, so it is a useful shorthand WITHIN one game and completely misleading between two. At 800 eDPI you are playing at 51.95 cm/360 in CS2 and 16.33 cm/360 in Valorant - the same number describing sensitivities that are three times apart. Someone telling you "I play at 800 eDPI" has told you nothing until you know the game. CONVERTING BETWEEN GAMES is just the ratio of the two yaw values: new sensitivity = old sensitivity x old yaw / new yaw. Your DPI does not enter into it as long as you are not changing it, which is why the conversion is a single multiplication and why it is exact rather than approximate. THE 180 IS THE NUMBER THAT DECIDES YOUR MOUSEPAD. A 360 is a useful unit for comparison, but you almost never do one in a game - you do 180s, to check behind you. That is half your cm/360, and if it is wider than your mousepad you physically cannot turn around without lifting and repositioning the mouse mid-turn. The calculator reports the room you have left, and a NEGATIVE figure there is not a rounding artefact - it means the turn does not fit on your desk. DPI AND SENSITIVITY ARE NOT INTERCHANGEABLE, even though they multiply together. 400 DPI at sens 2 and 800 DPI at sens 1 give the same cm/360, but the higher DPI reports position more finely, and the lower one is less prone to sensor noise on some surfaces. Most players are best served by a native sensor DPI - commonly 800 or 1600 - with the in-game slider doing the adjusting. HIGH DPI DOES NOT MEAN HIGH SENSITIVITY. They are frequently confused. DPI is how finely the sensor measures movement; sensitivity is how much the game multiplies it. You can play at 3200 DPI and a very low sensitivity and end up slower than someone at 400 DPI - what matters is the product, and then the cm/360 it produces.
Common questions
- What is cm/360?
- The distance your mouse physically travels across the desk to turn your character a full 360 degrees. At 800 DPI and sensitivity 1.0 in CS2 that is 51.95 cm - about the width of a large mousepad. It is the only sensitivity measurement that means the same thing in every game, because it describes an actual physical movement rather than a number on a slider that each developer scales differently.
- Why can't I just compare eDPI between games?
- Because eDPI ignores the game's own yaw constant, and that is where the difference lives. eDPI is DPI multiplied by in-game sensitivity, which makes it a genuinely useful shorthand within a single game. Across two games it is actively misleading: 800 eDPI is 51.95 cm/360 in CS2 and 16.33 cm/360 in Valorant, sensitivities more than three times apart described by an identical number. This is the single commonest sensitivity mistake, and it sends people to settings that feel wildly wrong.
- How do I convert my sensitivity between games?
- Multiply by the ratio of the two yaw values: new sensitivity = old sensitivity x old yaw / new yaw. CS2 at 1.0 becomes 0.314 in Valorant, because 0.022 divided by 0.07 is 0.314. Going the other way, CS2 to Overwatch 2 is a multiplication by exactly 3.333. Your DPI does not enter the conversion at all as long as you leave it alone - which is why this is one exact multiplication rather than an approximation.
- What are yaw values?
- Yaw is how many degrees your view turns per single mouse count at sensitivity 1 - the game's internal scaling constant. Source-engine games including CS2, CS:GO and Apex Legends use 0.022. Valorant uses 0.07, which is why its sensitivity numbers are so much smaller. Overwatch 2 uses 0.0066, which is why its numbers are so much larger. Once you know a game's yaw, every conversion in and out of it is exact arithmetic.
- Why does the mousepad figure matter more than the 360?
- Because you almost never do a full 360 in a game - you do 180s, to check behind you. That is half your cm/360, and if it is wider than your mousepad you cannot physically turn around in one movement. You have to lift the mouse, reposition it and continue, mid-turn, while something is shooting at you. The calculator reports how much pad you have left after a 180, and a negative number there is a real finding rather than a rounding artefact.
- Is high DPI the same as high sensitivity?
- No, and they get confused constantly. DPI is how finely the sensor measures physical movement; sensitivity is how much the game multiplies that measurement. You can play at 3200 DPI with a very low in-game sensitivity and end up turning more slowly than someone at 400 DPI. What decides how fast you turn is the product of the two, and then the cm/360 that product produces in your particular game.
- Does it matter whether I change DPI or sensitivity?
- Slightly, and less than people claim. 400 DPI at sensitivity 2 and 800 DPI at sensitivity 1 produce an identical cm/360 and will feel the same in almost every respect. The genuine difference is that higher DPI reports your position more finely, and very low DPI can be more affected by sensor noise on some surfaces. The usual advice is to sit at a DPI your sensor handles well - commonly 800 or 1600 - and do the adjusting with the in-game slider.
- What cm/360 should I use?
- There is no correct answer, only a correct process, which is why this tool tells you what you currently have rather than what you ought to have. Broadly, tactical shooters reward slower settings that let you make small precise adjustments with the whole arm, and faster settings favour reaction and movement. What matters far more than the number is that you keep it CONSISTENT - your aim is a trained motor skill, and changing sensitivity resets that training. Pick something that lets you complete a 180 on your pad, then leave it alone.
Take it further with AI
Copy this into ChatGPT or Claude with your own numbers filled in. It hands over the figures this calculator worked out, so the answer is built on real arithmetic instead of a guess.
I used the Mouse Sensitivity Converter (cm/360) at https://www.bfcbrilliance.com/tools/mouse-sensitivity-converter.
What I entered:
- Mouse DPI: ___
- In-game sensitivity: ___
- Game: ___
- Convert to: ___
- Mousepad width (cm): ___
What it calculated:
- cm per 360°: ___
- Inches per 360°: ___
- cm for a 180° flick: ___
- Mousepad room left after a 180: ___
- eDPI: ___
Use those figures as given — they are already worked out, so please don't recalculate or estimate your own. Help me turn them into a plan: what to buy or do, in what order, roughly what it should cost, and the mistakes people most often make with this job.Last updated
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Part of a bigger job
How to Set Your Mouse SensitivitySensitivity means nothing alone, eDPI only works within one game, and cm/360 is the number that actually transfers. Three tools, in the order you need them.
Walks through all 3 mouse & sensitivity tools in order.