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.

Two-way calculationEditable yawRuns locally in your browser

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.

Use the active DPI profile, not the maximum printed on the mouse box.
Enter the base or hipfire decimal value, not an ADS multiplier.
Presets are starting points. Verify changed or custom game settings.
Yaw converts one mouse count into camera rotation at sensitivity 1.

The calculation stays on this page. Your settings are not uploaded or saved.

Full-turn distance34.64cm/360
Imperial distance13.64in/360
Half-turn distance17.32cm/180
Same-game reference1,200eDPI

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.

Required base sensitivity: 1.298864

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.

1

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.

2

Copy base sensitivity

Use the normal look or hipfire sensitivity. Scoped, ADS, vertical, and controller multipliers describe different camera behavior.

3

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.

4

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 = (360 × 2.54) ÷ (DPI × sensitivity × yaw)
Sensitivity = (360 × 2.54) ÷ (DPI × yaw × cm/360)

cm/360 Calculation Examples

The examples demonstrate the formula and expected output. They are not universal recommendations or claims about the best sensitivity.

ContextDPISensitivityYawResult
CS2-style example8001.50.02234.64 cm/360
Valorant-style example8000.350.0746.65 cm/360
Reverse target8001.29890.02240 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 toolWhat it meansBest useMain limit
cm/360Physical mouse travel for one full turnComparing base turn distance and mousepad spaceNeeds the correct yaw and does not automatically match ADS or perceived FOV
eDPIDPI multiplied by numeric game sensitivityComparing players inside the same game and sensitivity scaleNot a universal cross-game distance
Sensitivity converterMaps a source game setting to a target gameMoving between supported gamesNeeds 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.

cm/360 Calculator FAQ

cm/360 is the number of centimeters your mouse travels to rotate the in-game view by 360 degrees. A smaller value is a faster base sensitivity; a larger value requires more physical movement.

Multiply DPI, base sensitivity, and yaw. Divide 360 by that product to get inches per turn, then multiply by 2.54. The calculator performs the same operation and shows cm/360, in/360, cm/180, and eDPI.

Use reverse mode with your target cm/360, DPI, and the correct game yaw. It rearranges the formula to return the required base sensitivity. Round only as much as the game requires.

Neither is always better. eDPI is convenient inside one game. cm/360 describes physical turn distance and is more useful across different numeric sensitivity scales, provided the yaw value is correct.

It can match base physical turn distance, but it does not guarantee identical perceived motion. FOV, ADS rules, vertical scaling, acceleration, input processing, and rounding may still differ.

Check the active DPI profile, saved in-game sensitivity, yaw, mouse acceleration, ADS state, and whether the game rounded your input. Then measure a full turn slowly from a clear start point and compare again.