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Mouse cm per 360 calculator

The distance you physically move the mouse to turn a full circle, which is the figure that actually transfers between games.

Published 1 October 2026

What this calculator does

Centimetres per 360 is the only sensitivity figure that means the same thing in every game. An in-game sensitivity of 2 is meaningless on its own because every engine scales it differently, and eDPI only fixes half the problem: it accounts for your mouse but not for the game. cm/360 is a physical distance on your desk, so it transfers.

This is the number to write down if you ever change mouse, DPI or game. Match the cm/360 and your aim moves across unchanged, whatever sensitivity value the new game needs to get there.

The formula

Formulacm/360 = 360 ÷ (yaw × sensitivity × DPI) × 2.54

A game turns mouse counts into degrees at a fixed rate, the yaw value, scaled by your sensitivity setting. One full turn needs 360 ÷ (yaw × sensitivity) counts, and your mouse produces DPI counts per inch, so the distance is that count divided by DPI. Multiplying by 2.54 converts to centimetres, giving cm/360 = 360 ÷ (yaw × sensitivity × DPI) × 2.54. The yaw value is the one game-specific number, and it is a field here rather than a hard-coded table so the page stays right when a game changes it.

TermMeaning
YawDegrees of turn per mouse count at sensitivity 1. Source engine games use 0.022, which is the default here.
DPICounts your mouse reports per inch of movement.
eDPISensitivity multiplied by DPI. Comparable within one game, not across games.
cm/360Centimetres of mouse movement for one full turn. Comparable across everything.

The inputs explained

FieldWhat to enter
In-game sensitivityYour in-game sensitivity setting, exactly as the game shows it.
Mouse DPIYour mouse DPI, sometimes called CPI. Use the value actually set in the mouse software, not the maximum it supports.
Game yaw (degrees per count at sens 1)Degrees per count at sensitivity 1. Source engine titles including Counter-Strike and Apex use 0.022. Look up your game if it differs, and note that some games apply a further multiplier on top.

When to use it

Moving your sensitivity to a new game

Work out your cm/360 in the game you know, then change the yaw to the new game and adjust the sensitivity until the cm/360 matches. Your muscle memory carries over, which it will not do if you simply copy the sensitivity number.

Changing DPI without changing your aim

Doubling your DPI halves your cm/360. To keep the same feel, halve the in-game sensitivity at the same time, which you can confirm here before you commit to it.

Working out whether your desk is big enough

If your cm/360 is 40 cm and your mousepad is 35 cm wide, you cannot complete a turn in one motion. Comparing the two is the practical reason most players lower their sensitivity to a point and then stop.

Worked examples

Every figure in the tables below is produced by this page’s own calculator at build time, so the numbers and the tool always agree. Select any row to load that scenario.

What is my cm/360 at different sensitivities?

The relationship is inverse: double the sensitivity, halve the distance.

800 DPI, yaw of 0.022
In-game sensitivityCentimetres per 360eDPI
0.5103.91400
151.95800
1.534.641,200
225.981,600
317.322,400
412.993,200
At 800 DPI and a yaw of 0.022, sensitivity 1 gives 51.95 cm for a full turn and sensitivity 2 gives 25.98 cm, exactly half. Most competitive players sit somewhere between 20 and 50 cm, which on this setup means a sensitivity of roughly 1 to 2.6.

Does changing DPI change my aim?

Only if you leave the in-game sensitivity alone.

Sensitivity 2, yaw of 0.022
Mouse DPICentimetres per 360eDPI
40051.95800
80025.981,600
160012.993,200
32006.496,400
DPI and sensitivity multiply, so 400 DPI at sensitivity 2 feels identical to 800 DPI at sensitivity 1: both give 51.95 cm. What matters is the product, which is why eDPI is a useful shorthand within one game. Across games the yaw differs and only cm/360 survives the move.

Questions

Where do I find my game yaw value?

Source engine games including Counter-Strike and Apex Legends use 0.022 degrees per count, which is the default here. Other engines differ, and some apply an extra multiplier on top of the base yaw. If you know your cm/360 in a game, you can work backwards to its yaw.

Is cm/360 better than eDPI?

For comparing across games, yes, because eDPI ignores the game sensitivity scale entirely. Within one game they carry the same information. The eDPI calculator covers that case on its own.

What is a good cm/360?

There is no single answer, but most competitive players fall between 20 and 50 cm. Lower suits flick-heavy play on a large pad, higher suits tracking and quick turns. Pick one and stay with it, because consistency matters far more than the value.

Does mouse acceleration affect this?

Yes, and it makes the figure meaningless, because the distance then depends on how fast you move. Turn acceleration off in both Windows and the game if you want cm/360 to mean anything.

Sensitivity is one half of aim and frame pacing is the other, which FPS to frame time covers. For raw output comparisons there is the DPS calculator.