cm/360 Calculator

Calculate how many centimeters of mouse movement equals a 360 degree turn in-game.

cm/360 Calculator

cm per 360

143.77 cm
56.60" | Very Low Sens

Movement Details

Degrees per cm2.50°
Degrees per inch6.36°
eDPI800

Recommended Ranges

20-30 cmHigh sens - Entry, aggressive
30-45 cmMedium - Flex, all-round
45-60 cmLow sens - AWP, precision
60-80 cmVery low - Sniper main

What Is cm/360 and Why Does It Matter?

The cm/360 metric — centimeters of mouse movement required to complete one full 360-degree in-game rotation — is the single most universal way to describe and compare gaming mouse sensitivity. Unlike raw in-game sensitivity numbers, which mean nothing outside their own game, or DPI values, which only describe the hardware, cm/360 gives you a physical, hardware-independent measurement that travels with you from title to title.

When a CS2 pro says they play at "40 cm/360," any player on any mouse at any DPI immediately understands exactly what that feels like at the wrist. This shared language is why cm/360 has become the de facto standard for sensitivity discussion in competitive gaming communities, coach databases, and professional player profiles.

Understanding your cm/360 matters for three core reasons. First, it lets you set an identical feel when switching between games or trying new titles — you simply enter your preferred cm/360 and derive the correct in-game sensitivity. Second, it reveals whether your sensitivity is truly suited to your physical setup: a 30 cm/360 on a 20 cm mousepad will have you lifting constantly, while an 80 cm/360 on a large pad gives you precise control. Third, it is the foundation of effective sensitivity coaching; trainers always ask for cm/360 rather than a raw sensitivity number.

The cm/360 calculator on this page handles all supported multiplier values for CS:GO / CS2, Valorant, Overwatch 2, Apex Legends, Fortnite, Call of Duty, and PUBG, so you get an accurate result no matter which game you play. It also converts to inches per 360, degrees per centimeter, and degrees per inch — all the secondary figures that advanced players and coaches reference.

cm/360 Formula Explained

The calculator uses the following formula to convert your DPI and in-game sensitivity into a physical distance:

cm/360 Calculation Formula

cm/360 = (2.54 × 360) / (sensitivity × multiplier × (DPI / 400))

Where:

  • 2.54= Conversion factor from inches to centimetres (1 inch = 2.54 cm)
  • 360= Degrees in a full rotation
  • sensitivity= Your in-game sensitivity value
  • multiplier= Game-specific yaw scaling constant (e.g. 3.18 for CS2/Valorant, 10.6 for Overwatch 2)
  • DPI= Mouse dots-per-inch hardware setting
  • DPI / 400= Normalisation factor that scales DPI relative to the 400 DPI baseline

Game Multipliers Reference Table

Each game translates raw mouse input into an in-game rotation using its own internal scaling constant, called the yaw multiplier. The formula divides out this constant so that cm/360 is expressed in real-world centimetres rather than arbitrary game units. The table below lists every multiplier used by this calculator:

Game Multiplier Notes
CS:GO / CS2 3.18 Derived from default yaw (0.022°)
Valorant 3.18 Same as CS2; direct 1:1 conversion
Overwatch 2 10.6 High multiplier; OW sensitivities are much lower numbers
Apex Legends 5.0 Uses a separate ADS multiplier not covered here
Fortnite 2.222 Slightly lower than CS2; slight re-scaling required
Call of Duty 3.0 Applies to base sensitivity; ADS differs per weapon
PUBG 2.5 Hip-fire sensitivity; scope multipliers vary

When converting your sensitivity from one game to another, use the ratio of their multipliers. For example, converting a CS2 setting to Overwatch 2 requires accounting for the 3.18-to-10.6 difference — your OW2 sensitivity number will be approximately 3.33× smaller than your CS2 number to achieve the same physical feel.

Sensitivity Categories and Playstyle Guide

The calculator automatically categorises your cm/360 result into one of five brackets that reflect how the sensitivity feels in practice. These aren't arbitrary labels — they correspond to real differences in muscle-memory requirements, mousepad size needs, and optimal playstyles.

Category cm/360 Range Playstyle Fit Mousepad Recommendation
Very High Sens Below 20 cm Wrist aimers, quick flicks Medium (300 × 250 mm)
High Sens 20 – 35 cm Entry fraggers, aggressive pushers Medium-large (400 × 300 mm)
Medium Sens 35 – 50 cm Flex players, riflers Large (450 × 400 mm)
Low Sens 50 – 70 cm AWPers, snipers, tactical roles XL (600 × 400 mm+)
Very Low Sens 70 cm and above Dedicated sniper mains, precision shooters XXL desk pad (900 × 400 mm+)

Neither end of the spectrum is objectively superior. Professional players compete successfully across the full range — what matters is choosing a setting that minimises unintended lifts and fits your grip style (palm, claw, or fingertip) and the physical dimensions of your desk and mousepad. Most new competitive players benefit from starting in the medium range (35–50 cm) and adjusting from there based on how frequently they miss large swings versus small micro-corrections.

eDPI: The Combined Sensitivity Number

eDPI (effective DPI) is the product of your hardware DPI and your in-game sensitivity: eDPI = DPI × sensitivity. It collapses two independent variables into one number that describes your total sensitivity output without needing to know how the values are split between hardware and software.

eDPI is useful because it reveals whether two setups are actually identical in feel. A player running 400 DPI at sensitivity 4 and another running 1600 DPI at sensitivity 1 both have an eDPI of 1600, and — in CS2 — both produce exactly the same cm/360 result. The cm/360 metric is strictly equivalent information to eDPI when the game multiplier is known; the two numbers encode the same physical reality from different angles.

Professional CS2 players have historically clustered around eDPI values of 800–1200, which typically places cm/360 in the 35–65 cm range. Valorant pros often skew slightly higher eDPI due to the game's tighter movement model, while Overwatch players tend to quote raw sensitivity rather than eDPI because the much larger multiplier makes the eDPI numbers less intuitive for comparison.

When fine-tuning, change DPI and sensitivity together to preserve your eDPI — this lets you explore the feel differences of running higher DPI at lower in-game sensitivity (smoother polling, potential jitter reduction) versus lower DPI at higher in-game sensitivity (crisper steps on older hardware) without changing your actual aim feel.

How to Use This cm/360 Calculator

The calculator operates in two modes. Calculate cm/360 mode takes your current DPI and in-game sensitivity and tells you the physical distance your mouse must travel for one full rotation, along with all derived figures. Find Sensitivity mode does the inverse — enter your target cm/360 and your DPI, and the calculator returns the exact in-game sensitivity value to enter.

To calculate your current cm/360: select your game from the dropdown, set DPI using the preset buttons or type a custom value, enter your in-game sensitivity, and read the result instantly. The result panel shows centimetres per 360, inches per 360, degrees per centimetre, degrees per inch, your eDPI, and a category label.

To find a required sensitivity: switch to "Find Sensitivity" mode, select your game, set your DPI, then type or tap a target cm/360 value. The calculator solves the formula in reverse and returns the sensitivity setting to four decimal places. Use all four decimal places — rounding to two can introduce a noticeable drift in feel over long sessions.

Changing games? Set the target to your current cm/360 (from "Calculate" mode in your original game), then switch the game dropdown to the new title in "Find Sensitivity" mode. The output is the sensitivity to enter in the new game for a perfectly matched feel. This workflow takes under thirty seconds and eliminates the trial-and-error that plagues most sensitivity transfers.

Worked Examples

CS2 — Medium Sensitivity at 800 DPI

Problem:

A CS2 player uses 800 DPI and in-game sensitivity 3. What is their cm/360, eDPI, and degrees per centimetre?

Solution Steps:

  1. 1Identify inputs: DPI = 800, sensitivity = 3, game multiplier (CS2) = 3.18
  2. 2Calculate eDPI: 800 × 3 = 2400
  3. 3Calculate cm/360: (2.54 × 360) / (3 × 3.18 × (800 / 400)) = 914.4 / (3 × 3.18 × 2) = 914.4 / 19.08 = 47.93 cm
  4. 4Category check: 47.93 cm falls in the 35–50 cm range → Medium Sens
  5. 5Convert to inches: 47.93 / 2.54 = 18.87 inches per 360
  6. 6Degrees per cm: 360 / 47.93 = 7.51°/cm

Result:

47.93 cm/360 (18.87"/360) — Medium Sens, eDPI 2400, 7.51°/cm

Valorant — Find Required Sensitivity for 40 cm/360 at 800 DPI

Problem:

A Valorant player wants exactly 40 cm for a full 360 turn at 800 DPI. What in-game sensitivity should they set?

Solution Steps:

  1. 1Identify inputs: DPI = 800, target cm/360 = 40, game multiplier (Valorant) = 3.18
  2. 2Apply find-sensitivity formula: requiredSens = (2.54 × 360) / (targetCm × multiplier × (DPI / 400))
  3. 3Substitute: (2.54 × 360) / (40 × 3.18 × (800 / 400))
  4. 4Numerator: 914.4
  5. 5Denominator: 40 × 3.18 × 2 = 254.4
  6. 6requiredSens = 914.4 / 254.4 = 3.5944

Result:

Set Valorant sensitivity to 3.5944 to achieve exactly 40 cm/360 at 800 DPI

Apex Legends — High Sensitivity Setup at 1600 DPI

Problem:

An Apex Legends player uses 1600 DPI and sensitivity 2. What is their cm/360 and how is it categorised?

Solution Steps:

  1. 1Identify inputs: DPI = 1600, sensitivity = 2, game multiplier (Apex Legends) = 5.0
  2. 2Calculate eDPI: 1600 × 2 = 3200
  3. 3Calculate cm/360: (2.54 × 360) / (2 × 5.0 × (1600 / 400))
  4. 4DPI normalisation: 1600 / 400 = 4
  5. 5Denominator: 2 × 5.0 × 4 = 40
  6. 6cm/360 = 914.4 / 40 = 22.86 cm
  7. 7Category: 20–35 cm range → High Sens

Result:

22.86 cm/360 (9.0"/360) — High Sens, eDPI 3200

Overwatch 2 — Deriving cm/360 from Low Sensitivity

Problem:

An Overwatch 2 player has sensitivity 2.5 at 400 DPI. What is their cm/360?

Solution Steps:

  1. 1Identify inputs: DPI = 400, sensitivity = 2.5, game multiplier (Overwatch 2) = 10.6
  2. 2DPI normalisation: 400 / 400 = 1.0
  3. 3Denominator: 2.5 × 10.6 × 1 = 26.5
  4. 4cm/360 = 914.4 / 26.5 = 34.51 cm
  5. 5Category: 20–35 cm range → High Sens (just under the Medium threshold)
  6. 6Degrees per cm: 360 / 34.51 = 10.43°/cm

Result:

34.51 cm/360 — High Sens, 10.43°/cm at 400 DPI

Tips & Best Practices

  • Lock your cm/360 across all FPS games first, then only adjust if a game's mechanical demands (large FOV, slow-paced vs fast-paced) require it.
  • Use the 'Find Sensitivity' mode whenever you change your DPI — enter the cm/360 you want and get the exact new sensitivity to type in.
  • Write down your cm/360 alongside your per-game sensitivities in a notes app so you can restore your settings instantly after a reinstall.
  • If your aim is inconsistent, the problem is often too high sensitivity (below 25 cm/360) rather than too low — try adding 10 cm to your current value for a week.
  • Aim trainers like Kovaak's and Aimlabs allow you to set sensitivity by cm/360 directly, making them the fastest way to build muscle memory at a new setting.
  • Check your mousepad dimensions against your cm/360: you should be able to complete a full 360 without lifting the mouse at maximum sweep, or choose a pad at least 1.5× your cm/360 in the horizontal dimension.
  • Use four decimal places from the 'Find Sensitivity' result — rounding to two decimals can introduce up to 1–2 cm of drift in your cm/360 at typical DPI settings.
  • eDPI below 400 or above 6400 is unusual for competitive play; if you land outside that range, consider re-evaluating whether your physical setup (pad size, grip style) matches your chosen sensitivity.

Frequently Asked Questions

There is no single correct value — professional players compete across a wide range from roughly 20 cm to 80 cm. The most common range among top players in CS2 and Valorant is 35–55 cm, which balances flick speed with micro-correction accuracy. Start in the 35–50 cm range and adjust based on whether you struggle more with large swings or fine tracking.
Each game uses its own internal multiplier to translate raw mouse counts into in-game rotation degrees. CS2 uses a multiplier of 3.18, while Overwatch 2 uses 10.6, so the same raw sensitivity number produces a completely different physical feel. The cm/360 metric neutralises these differences by computing the actual centimetres of movement required, giving you a hardware- and game-independent number.
Your DPI and in-game sensitivity combine to determine cm/360 — what matters is the product (eDPI), not either value alone. However, most competitive players prefer 400–1600 DPI because very high DPI settings can amplify mouse sensor jitter and sub-pixel noise, while very low DPI requires proportionally higher in-game sensitivity which can introduce input stepping artefacts. 800 DPI is the most common competitive choice.
CS2 and Valorant share the same multiplier (3.18), so the conversion is 1:1 — your CS2 sensitivity is exactly your Valorant sensitivity. To confirm this, use Calculate mode for CS2, note the cm/360, then switch to Find Sensitivity mode for Valorant with the same DPI; the returned sensitivity will match your CS2 value.
eDPI (effective DPI) equals your hardware DPI multiplied by your in-game sensitivity. It lets you compare sensitivities across different DPI settings without computing cm/360. For example, 400 DPI at sensitivity 2 produces the same eDPI and the same cm/360 as 800 DPI at sensitivity 1. Use eDPI when quickly communicating your feel to teammates, and cm/360 when making cross-game comparisons.
Polling rate (measured in Hz) does not affect cm/360 — it determines how frequently your mouse reports its position to the PC per second, not how far it moves per report. A 1000 Hz mouse and a 125 Hz mouse at the same DPI and sensitivity produce the same cm/360 value. Higher polling rates reduce latency and smooth out movement curves but do not change the physical distance required for a 360.
Dividing by 400 normalises your DPI relative to a standard 400 DPI baseline. The game multipliers stored in the calculator were calibrated at 400 DPI, so the (DPI / 400) factor scales the result correctly for any DPI setting. At exactly 400 DPI the factor equals 1 and has no effect; at 800 DPI it equals 2, correctly reflecting that twice as many counts per inch are generated.

Sources & References

Last updated: 2026-06-05

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Editorial Note

MyCalcBuddy Editorial Team

This page is maintained as an educational calculator reference.

Source

Formula Source: Standard Mathematical References

by Various

UpdatedLast reviewed: May 2026
CheckedFormula checks are based on standard references and internal QA review.

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