Free FPS sensitivity tool
cm/360 Calculator for Mouse Sensitivity
Calculate how many centimeters your mouse must travel for one full in-game turn. Enter DPI, sensitivity, and yaw for cm/360, inches/360, cm/180, and eDPI, or work backward from a target distance.
cm/360 calculator
Calculate Mouse Distance per 360° Turn
Use the base or hipfire sensitivity shown in your game. The preset fills a reference yaw value; keep the yaw field editable so you can use a verified game or configuration value.
The calculation stays on this page. Your settings are not uploaded or saved.
Convert Target cm/360 to Sensitivity
Choose the same yaw above, enter the physical distance you want and your DPI, then calculate the required base sensitivity.
How to Use the cm/360 Calculator
A useful result needs the correct input context. Follow these four steps instead of copying a sensitivity number from another game.
Enter active DPI
Read the DPI currently selected in your mouse software. Windows pointer speed is a separate setting and should not be substituted for DPI.
Copy base sensitivity
Use the normal look or hipfire sensitivity. Scoped, ADS, vertical, and controller multipliers describe different camera behavior.
Confirm yaw
Select a reference preset or type the yaw value for your exact game and configuration. A wrong yaw produces a mathematically neat but incorrect distance.
Check in game
Mark a start point, make one full turn, and measure the mouse travel. Small differences can come from rounding, acceleration, FOV behavior, or a changed game scale.
cm/360 Formula and Reverse Calculation
DPI tells the calculator how many mouse counts occur in one inch. In-game sensitivity scales those counts, while yaw describes how many degrees one count rotates the camera at sensitivity 1. Multiplying the three values gives degrees per inch.
The constant 2.54 converts inches to centimeters. Dividing 360 degrees by the resulting rotation rate gives inches per full turn, then multiplying by 2.54 gives cm/360.
Reverse mode rearranges the same formula. It is useful when a mousepad target or a known physical distance matters more than a copied sensitivity number. Keep the same yaw when checking both directions.
cm/360 Calculation Examples
The examples demonstrate the formula and expected output. They are not universal recommendations or claims about the best sensitivity.
| Context | DPI | Sensitivity | Yaw | Result |
|---|---|---|---|---|
| CS2-style example | 800 | 1.5 | 0.022 | 34.64 cm/360 |
| Valorant-style example | 800 | 0.35 | 0.07 | 46.65 cm/360 |
| Reverse target | 800 | 1.2989 | 0.022 | 40 cm/360 |
Round only after calculating. A game may accept fewer decimal places than the calculator, so verify the saved setting with an in-game turn.
cm/360 vs eDPI vs Sensitivity Converter
These terms are related, but they answer different questions. Treating them as interchangeable is the most common source of misleading results.
| Metric or tool | What it means | Best use | Main limit |
|---|---|---|---|
| cm/360 | Physical mouse travel for one full turn | Comparing base turn distance and mousepad space | Needs the correct yaw and does not automatically match ADS or perceived FOV |
| eDPI | DPI multiplied by numeric game sensitivity | Comparing players inside the same game and sensitivity scale | Not a universal cross-game distance |
| Sensitivity converter | Maps a source game setting to a target game | Moving between supported games | Needs verified values for both games and may require FOV or scope rules |
Accuracy, Edge Cases, and Practical Limits
The arithmetic is deterministic, but the result is only as accurate as the DPI, sensitivity, and yaw you enter. Use these checks before treating the number as exact.
Hipfire is not ADS
A scope or ADS multiplier can use a different scale. This page calculates one base yaw and sensitivity combination at a time.
FOV changes perception
Equal cm/360 preserves physical full-turn distance, but a different field of view can still make motion look faster or slower.
Acceleration changes travel
Operating-system or game acceleration can make distance depend on movement speed. Disable it or measure manually when consistency matters.
Presets can age
Games and custom configuration files can change multipliers. Override yaw with a verified current value and confirm with a ruler test.
Continue Your Aim Setup
Use a related BallSheet tool for the next distinct task instead of forcing one metric to answer every sensitivity question.