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cm/360: the universal sensitivity unit

Ask two players what sensitivity they use and you will get two numbers that cannot be compared. Ask how many centimetres they move to turn all the way around and you get a fact about the physical world, identical in meaning across every game, mouse and year.

Sensitivity & AimUpdated 8 min read

The definition

cm/360 is the distance your mouse physically travels across the pad while your character rotates through one complete circle. That is the whole idea. It is a distance, measured in centimetres, and it describes something you can put a ruler against.

cm/360 = (360 / (yaw x sensitivity)) / DPI x 2.54

Where yaw is the engine's fixed degrees-of-rotation-per-count constant, sensitivity is your in-game slider value, and DPI is your mouse's counts per inch. The 2.54 converts inches to centimetres. Nothing in that formula is proprietary or approximate.

Why it wins

Every other way of quoting a sensitivity is a number that only means something in context you have to supply separately.

How each sensitivity metric behaves when the context changes.
MetricSurvives a DPI change?Survives a game change?Comparable between players?
In-game sensitivityNoNoOnly if DPI and game match
eDPIYesNoOnly within one game
cm/360YesYesAlways

There is a second, deeper reason. cm/360 is the unit your body actually trains in. Your motor system has no representation of a slider value or an eDPI; it has a mapping from muscle activation to distance travelled. When you build aim, the thing you are building is a distance-to-angle association. Quoting the sensitivity in the unit the skill is stored in is not a stylistic preference, it is a description of what is happening.

Measure yours by hand

Do this once. It takes a minute and it will catch problems no calculator can see.

  1. Put a strip of masking tape along the front edge of your mousepad.
  2. Place the mouse near the left edge and mark the tape at the left edge of the mouse body.
  3. In game, stand still and look directly at something distinctive: a corner, a poster, a specific edge.
  4. Drag the mouse right in a single smooth motion until you have turned exactly once and are looking at the same thing.
  5. Mark the tape again at the left edge of the mouse. Measure between marks.
  6. Repeat three times. Take the middle value.

If the measurement disagrees with the calculator

By more than about 5%, something is modifying your input. In descending order of likelihood: Windows pointer speed is not at 6/11, enhance pointer precision is on, your mouse driver has a sensitivity multiplier above or below 1, the game has acceleration or smoothing enabled, or your DPI is not what the software claims. Work through them in that order. The pointer speed page covers the first two.

What the ranges mean

These bands describe how the movement is physically produced, which is the only non-arbitrary way to draw the lines.

cm/360 bands and the biomechanics behind each.
BandRangeHow the turn is producedTrade-off
Very highunder 22 cmWrist and fingers only. A full turn is a single wrist rotation.Extremely fast to reorient. Micro-corrections are near the resolution limit of your hand.
High22 to 32 cmWrist-led with occasional forearm.Common in hero shooters and movement shooters where you turn constantly.
Medium32 to 45 cmWrist for corrections, forearm for large movements.The widest band among tactical shooter professionals. Good compromise.
Low45 to 60 cmForearm-led, elbow anchored.Very stable. Needs a large pad and real desk depth.
Very lowover 60 cmFull arm from the shoulder.Maximum precision on small targets, slow to respond to a flank.

Note what these bands are not: a ranking. Nothing about the medium band makes it better, and the fact that it is crowded is largely a consequence of desk sizes and the games people play, not of an underlying optimum.

The full ladder

The cm/360 ladder. Pick a distance, read the sensitivity you need in each family at 800 DPI, and the eDPI it works out to.
cm/360Aiming style CS2 / Apex / Source sens @800Valorant sens @800Overwatch 2 / CoD sens @800 eDPI (Source family)
15 cmVery high (wrist) 3.4641.08911.55 2771
20 cmVery high (wrist) 2.5980.8168.66 2078
25 cmHigh (wrist and fingers) 2.0780.6536.93 1663
30 cmHigh (wrist and fingers) 1.7320.5445.77 1385
35 cmMedium (wrist plus forearm) 1.4840.4674.95 1188
40 cmMedium (wrist plus forearm) 1.2990.4084.33 1039
45 cmMedium (wrist plus forearm) 1.1550.3633.85 924
50 cmLow (forearm) 1.0390.3273.46 831
60 cmLow (forearm) 0.8660.2722.89 693
70 cmVery low (full arm) 0.7420.2332.47 594
80 cmVery low (full arm) 0.6490.2042.16 520

Two ways cm/360 is misused

Treating it as a target rather than a description

People read that professionals cluster around 35 cm and move there overnight. That trades a year of trained association for a number on a chart. If your current value works and sits inside a band you can physically execute on your desk, the correct action is to leave it alone.

Forgetting it says nothing about vertical

cm/360 is a horizontal measurement. Most games use a fixed pitch-to-yaw ratio so vertical follows automatically, but a few expose them separately, and if yours does then matching the horizontal alone leaves you with an aim that behaves differently on the two axes. Check whether your game has a separate vertical sensitivity, and if it does, leave it at the ratio the game ships with unless you have a specific reason.

Related reading

Frequently asked questions

How do I measure my cm/360 without a calculator?

Put a mark on your mousepad at the left edge of your mouse. Look at a distinctive fixed object in game. Drag the mouse to the right in one motion until you are looking at that object again, having turned exactly once. Mark the new position and measure between the marks. Do it three times and take the middle value. This is the ground truth, and if it disagrees with a calculator then something is scaling your input.

Is a lower cm/360 better?

No. Lower means a larger arm movement per degree, which improves precision on small corrections and costs you turn speed and desk space. Higher means the reverse. Which trade is correct depends on the game, your desk, and how you physically aim. There is no evidence for a universally optimal value, and the range used by successful professionals in a single title routinely spans a factor of two.

Should cm/360 be the same in every game I play?

As a default, yes. Keeping it constant means one physical skill serves every title, and switching games costs you nothing on day one. Deviate deliberately when a game's pace genuinely demands it, for example running faster in a game where you turn 180 degrees constantly, and treat that as a considered exception rather than drift.

Why do people still quote eDPI then?

Because within a single game it is easy to calculate and easy to compare, and most communities are single-game communities. It only breaks when it crosses a title boundary, which is exactly when people quote it at each other on the internet.

Does cm/360 account for field of view?

No, and this is its one real limitation. It describes rotation, not on-screen movement. Two players with identical cm/360 but different fields of view will find that tracking feels different, because the same rotation covers a different fraction of the screen. That is a separate problem, handled by monitor distance matching.

Sourcing. Figures on this page are either derived from published engine or hardware constants, or computed from the formulas shown. Manufacturer-stated specifications are labelled as such. Found an error? Send a correction.