Sensitivity and aim
Sensitivity is the only part of your setup that is pure arithmetic. There is a correct way to compare two settings, a correct way to move one between games, and a correct way to choose one in the first place. Almost none of it is a matter of taste, and the part that is a matter of taste is smaller than the internet believes.
The five things worth knowing
- cm/360 is the only universal unit. eDPI is comparable inside one game and meaningless outside it.
- DPI does not affect your aim once eDPI is held constant. It affects sensor behaviour at the extremes, and nothing else.
- Consistency beats optimality by a wide margin. A mediocre sensitivity you have used for a year outperforms a perfect one you adopted last week.
- Every conversion between games is exact, because engines publish or expose a fixed rotation-per-count constant.
- Acceleration is not "cheating yourself". It is a different skill with a worse learning curve and no ceiling advantage, which is why nobody at the top uses it.
Start here
If you have never thought about this properly, work through these three in order. It takes about twenty minutes and you will not need to revisit it.
- What cm/360 is, and why it replaces every other way of quoting a sensitivity.
- How to find yours, with a process that ends in a number rather than in more browsing.
- Check that nothing is scaling your input behind your back.
Then, if you play more than one title, convert your settled value across rather than re-deriving it. And if you want to practise the mapping you have just settled, aim training covers what a trainer can and cannot do.
The calculators
- Sensitivity converterExact conversion between games using published engine constants.
- eDPI and cm/360In either direction, with the working shown.
- ADS multiplierMonitor distance matching for scopes and sights.
The reference ladder
The table below is the one we come back to most often. Find the turn distance you want on the left, read the sensitivity that produces it in each engine family.
| cm/360 | Aiming style | CS2 / Apex / Source sens @800 | Valorant sens @800 | Overwatch 2 / CoD sens @800 | eDPI (Source family) |
|---|---|---|---|---|---|
| 15 cm | Very high (wrist) | 3.464 | 1.089 | 11.55 | 2771 |
| 20 cm | Very high (wrist) | 2.598 | 0.816 | 8.66 | 2078 |
| 25 cm | High (wrist and fingers) | 2.078 | 0.653 | 6.93 | 1663 |
| 30 cm | High (wrist and fingers) | 1.732 | 0.544 | 5.77 | 1385 |
| 35 cm | Medium (wrist plus forearm) | 1.484 | 0.467 | 4.95 | 1188 |
| 40 cm | Medium (wrist plus forearm) | 1.299 | 0.408 | 4.33 | 1039 |
| 45 cm | Medium (wrist plus forearm) | 1.155 | 0.363 | 3.85 | 924 |
| 50 cm | Low (forearm) | 1.039 | 0.327 | 3.46 | 831 |
| 60 cm | Low (forearm) | 0.866 | 0.272 | 2.89 | 693 |
| 70 cm | Very low (full arm) | 0.742 | 0.233 | 2.47 | 594 |
| 80 cm | Very low (full arm) | 0.649 | 0.204 | 2.16 | 520 |
Every guide in Sensitivity & Aim
- cm/360 explained: the universal sensitivity unitCentimetres per 360 is the universal unit for mouse sensitivity. Here is the formula, why it beats eDPI, how to measure yours by hand, and what the common ranges actually mean.Updated September 6, 2026
- What is eDPI? The metric and its one limitationeDPI is DPI multiplied by in-game sensitivity. Here is what it is genuinely useful for, why it cannot be compared between games, and the eDPI ranges that mean something in each major title.Updated September 6, 2026
- How to find your mouse sensitivityA five-step process that ends in a settled cm/360 rather than more browsing. Covers the physical constraints, the two-week test, and how to tell adaptation from a genuine mismatch.Updated September 6, 2026
- High vs low sensitivity: the actual trade-offWhat you gain and lose at each end of the sensitivity range, the biomechanics behind it, why professional distributions are so wide, and how to decide without joining a tribe.Updated September 5, 2026
- DPI vs CPI: what the number on the box measuresDPI and CPI mean the same thing for a mouse, and neither affects your aim once eDPI is fixed. Here is what the number really is, where it does matter, and why 800 became the default.Updated September 4, 2026
- Mouse acceleration: what it is, why to avoid itHow acceleration changes the count-to-angle mapping, the difference between OS and in-game acceleration, why it is not straightforwardly wrong, and how to check you have none of it enabled.Updated September 4, 2026
- Windows pointer speed: why 6/11 is correctEvery Windows pointer speed notch except the sixth multiplies or discards your mouse counts. Here is the multiplier table, what happens to your counts at each setting, and how raw input changes the picture.Updated September 4, 2026
- Monitor distance coefficient explainedWhy the same rotation feels different at different fields of view, what 0%, 50% and 100% monitor distance matching actually preserve, and how to choose without a calculator.Updated September 1, 2026
- Converting sensitivity between gamesThe full method for moving a sensitivity between titles, including engine families, the two mental-arithmetic shortcuts, what conversion does not preserve, and the games that cannot be converted.Updated September 1, 2026
- Aim training: what the evidence supportsWhat aim trainers can and cannot improve, how to structure a session that transfers to a game, the three sub-skills worth practising separately, and honest limits on the claims.Updated September 7, 2026