Your cm/360 is the number of centimetres you must drag your mouse to spin a full 360° in-game. The formula is cm/360 = (2.54 × 360) / (DPI × sensitivity × yaw), where yaw is your game's per-count rotation constant. Because it is a physical distance, cm/360 is the most honest measure of sensitivity — pick your game, enter your DPI and sensitivity, and the tool returns both cm/360 and inches/360 instantly.
Where eDPI only works within a single game, cm/360 works everywhere because it includes the game's yaw — the internal constant that says how many degrees one mouse count turns your view. That makes cm/360 the gold-standard way to carry your exact muscle memory from one title to another. Everything runs locally in your browser; no data leaves your machine.
(2.54×360) / (800×1.0×0.022) = 914.4 / 17.6 = 51.95 cm. Because cm/360 depends only on eDPI × yaw, 1600 DPI × 0.5 sens in CS2 gives the identical 51.95 cm — same eDPI of 800.The full formula is:
= (2.54 × 360) / (DPI × sensitivity × yaw)= cm/360 / 2.54 = 360 / (DPI × sensitivity × yaw)Reading it piece by piece: DPI × sensitivity is your eDPI — the effective counts per inch. Multiply by yaw to get degrees turned per inch of movement. Divide 360 by that to get inches needed for a full turn, then multiply by 2.54 to convert inches to centimetres. The constant 2.54 is simply centimetres per inch.
The yaw constant is the only game-specific ingredient. Source-engine games (CS2, Apex, and arena shooters in that lineage) use 0.022 degrees per count at sensitivity 1. Overwatch uses a much smaller 0.0066, which is why an Overwatch sens number looks large compared with a CS sens number for the same physical turn. Valorant uses a different internal model, but the community-standard effective yaw of 0.07 reproduces its cm/360 accurately for conversion purposes.
cm/360 sorts players onto a spectrum from twitchy wrist aimers to deliberate arm aimers:
| cm/360 | Style | What it feels like |
|---|---|---|
| Under 20 cm | High sens / wrist | A tiny flick spins you around; fast but twitchy and hard to micro-correct. |
| 20–35 cm | Medium | Mix of wrist and forearm; a popular all-round band. |
| 35–50 cm | Low sens / arm | Big, controlled forearm sweeps; the tactical-shooter sweet spot for precision. |
| Over 50 cm | Very low / full arm | Maximum control, needs a large mousepad and deliberate aiming. |
Most CS2 and Valorant professionals cluster in the 35–50 cm range, leaning on the forearm for steadiness. That is not an accident: bigger movements spread aiming error across more physical distance, making each degree of correction easier to land.
These are the standard community yaw values. Plug the right one in (or pick your game in the tool) so your cm/360 is accurate.
| Game | Yaw (deg/count at sens 1) | Notes |
|---|---|---|
| Counter-Strike 2 | 0.022 | Source-engine standard; the reference most converters use. |
| Apex Legends | 0.022 | Source lineage; shares CS2's yaw, so eDPI maps 1:1 in cm/360. |
| Quake / arena shooters | 0.022 | Typically the same Source-derived constant. |
| Valorant | 0.07 (effective) | Different internal model; 0.07 is the widely used effective value for conversion. |
| Overwatch 2 | 0.0066 | Much smaller yaw, so OW sens numbers run higher for the same physical turn. |
Because Apex and CS2 share 0.022, the same eDPI gives the same cm/360 in both — you can copy your sensitivity directly. Moving to Valorant or Overwatch, you must convert through cm/360. Our KovaaK's converter and full sensitivity converter do that for you.
Aim is a calibrated motor skill. Your brain learns precisely how far a given hand movement rotates your view; cm/360 is the exact physical quantity that calibration is built on. Keep your cm/360 identical between your game and your aim trainer and the muscle memory transfers cleanly. Change it — even via a "harmless" DPI tweak — and you are partly relearning.
The deliberate-practice literature (Ericsson, Krampe & Tesch-Römer, 1993) stresses that consistent task conditions underpin skill consolidation. cm/360 is the cleanest single condition to lock because, unlike eDPI, it already accounts for the engine. Find a value in the 35–50 cm band, set your trainer to match, and leave it alone for several weeks before judging progress.
800 DPI, 1.0 sensitivity, CS2 (yaw 0.022): (2.54 × 360) / (800 × 1.0 × 0.022) = 51.95 cm, or about 20.45 inches. That is a low-sens arm-aim setup right in the pro band. Halve the DPI to 1600 and the sens to 0.5 and you keep eDPI at 800 — cm/360 stays exactly 51.95 cm.
1600 DPI, 2.0 sensitivity, CS2: eDPI is 3200, so (2.54 × 360) / (1600 × 2.0 × 0.022) = 12.99 cm. A full 360 in barely 13 cm — lightning-fast turns, but every flick demands feather-light wrist control.
cm/360 is the distance in centimetres you must move your mouse to turn a full 360 degrees in-game. It is the most reliable way to express real sensitivity because it is a physical distance, independent of DPI. A low cm/360 means a high sensitivity; a high cm/360 means a low sensitivity favoured by arm aimers.
cm/360 = (2.54 × 360) / (DPI × sensitivity × yaw), where yaw is the game's per-count rotation constant. For CS2 the yaw is 0.022. With 800 DPI and 1.0 sensitivity, cm/360 = 914.4 / 17.6 = 51.95 cm.
Most precise arm aimers use roughly 30 to 50 cm/360, with many CS2 and Valorant pros near 40 to 50 cm. Faster wrist-led players run 15 to 25 cm. There is no universally best value; pick one in the 30–50 cm band for control, keep it constant, and let muscle memory adapt.
eDPI compares sensitivity only within one game because it ignores yaw. cm/360 includes the game's yaw constant, so it measures the actual physical movement and lets you match sensitivity across different games. To carry your aim from CS2 to Valorant, match cm/360, not eDPI.
It can. The formula assumes raw, unscaled mouse counts. If you move the Windows pointer-speed slider off the 6/11 notch, or enable Enhance Pointer Precision, the OS scales your counts and your real cm/360 will differ. Keep pointer speed at 6/11 with acceleration off.