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eDPI and cm/360 calculator

eDPI tells you how a sensitivity compares inside one game. cm/360 tells you how it compares to every other game, every other mouse and every other player. This calculator gives you both, in either direction.

ToolsUpdated 7 min read
eDPI -
cm per 360
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Inches per 360
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In-game sensitivity
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Scale: 0 to 80 cm per 360

What eDPI actually is

eDPI stands for effective dots per inch. It is one multiplication:

eDPI = mouse DPI x in-game sensitivity

It exists because two players can arrive at the same aim with completely different-looking settings. 400 DPI at sensitivity 2.0 and 1600 DPI at sensitivity 0.5 are the same aim: both are 800 eDPI, and both turn you 360 degrees in the same physical distance. Quoting sensitivity alone is meaningless without the DPI it sits on, and eDPI collapses the pair into a single comparable figure.

The catch is that eDPI is only comparable inside one game, because the engine constant is baked into how far a given eDPI turns you. Here is the same eDPI in three engines:

800 eDPI in three engine families. Same number, three completely different aims.
GameYawcm/360 at 800 eDPIWhat that is
Counter-Strike 20.02251.9 cmGenuinely low. Arm aiming, big pad.
Valorant0.0716.3 cmVery high. Wrist only, almost nobody plays here.
Overwatch 20.0066173.2 cmAbsurd. You could not turn around on any desk.

That is the whole argument for cm/360.

cm/360: the universal unit

Centimetres per 360 is the physical distance your mouse travels to spin your character through a complete circle. It is the only sensitivity figure that means the same thing in every game, on every mouse, at every DPI, in every year. It also happens to be the number your body actually learns, because your arm does not know what a sensitivity slider is; it knows how far to move.

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

Use the reverse mode above to go the other way: decide the distance you want, and the calculator tells you the sensitivity that produces it in your game at your DPI. That is the right direction to think in when you are choosing a sensitivity for the first time, because it starts from a physical constraint (how much desk you have, how you aim) rather than from a number you copied.

The cm/360 ladder

This is the reference table we use ourselves. Find the distance you want on the left and read across for the sensitivity that produces it at 800 DPI in each engine family.

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

The "aiming style" column is descriptive, not prescriptive. The boundaries are where the mechanics of the movement genuinely change: below about 22 cm you physically cannot use your forearm for a full turn on any normal desk, and above about 60 cm a full turn requires either a repositioning lift or a desk most people do not have. In between it is a continuum, and where you sit on it is a matter of what you play and how you sit.

The short version

  • eDPI compares two players in the same game. It is meaningless across games.
  • cm/360 compares anything to anything. Quote this.
  • Changing DPI and sensitivity together to keep eDPI constant changes nothing about your aim.
  • The number that matters is a distance on your desk, not a value in a menu.

Related reading

Frequently asked questions

What is a good eDPI?

The question has no answer without a game attached, because eDPI is not comparable across titles. 800 eDPI in Counter-Strike is a 51.9 cm turn, which is genuinely low. 800 eDPI in Overwatch 2 is a 17.3 cm turn, which is very high. If someone quotes an eDPI without saying which game, the number carries no information. Quote cm/360 instead.

Is eDPI useless then?

No, it is useful in exactly one place: comparing two players in the same game. Within Valorant, an eDPI of 280 is meaningfully lower than 400 and you can reason about it. The failure is only when the number crosses a game boundary.

What cm/360 do most competitive players use?

Across tactical shooters the bulk of professionals sit between roughly 25 and 50 cm per 360, with the centre of mass a little over 35 cm. Hero shooters and movement shooters skew faster, often 20 to 30 cm, because you turn more often and track less. These are ranges, not targets. Plenty of accomplished players sit outside them, and there is no evidence that moving into the range improves anyone.

Should I match a professional player's sensitivity?

Only as a starting point, and only converted to cm/360 rather than copied as a raw number, since their DPI is often different from yours. Their value is the product of their desk depth, their pad size, their chair height and years of adaptation. Copying the number without the setup copies none of the reasons it works.

Does changing DPI change my eDPI?

Yes, directly: eDPI is DPI multiplied by sensitivity. That is the point of the metric. If you halve DPI and double sensitivity, eDPI is unchanged and so is your turn distance. That is a legitimate move when you want a different DPI for desktop use, and it changes nothing in game.

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.