Your eDPI (effective dots per inch) is simply eDPI = DPI × in-game sensitivity. It collapses your mouse DPI and your in-game sensitivity slider into one number so you can compare your real sensitivity against any other player, no matter what DPI they run. Enter your DPI and sensitivity below and the tool returns your eDPI instantly, plus a plain-language tier label so you know whether you are on the slow, medium, or fast end of the scale.
eDPI is the single most useful number when you compare setups with friends or copy a pro's sensitivity. A raw in-game sensitivity like "0.5" tells you nothing on its own, because it depends entirely on the DPI it sits on top of. eDPI fixes that by folding both together. Everything here runs locally in your browser — nothing is uploaded.
800 DPI × 0.5 = 400 eDPI. 1600 DPI × 2.0 = 3200 eDPI. If the tool returns those two figures for those inputs, the math is correct.The formula is deliberately tiny: eDPI = DPI × in-game sensitivity. DPI (dots per inch) is how many counts your mouse reports per inch of physical movement, set in your mouse software. In-game sensitivity is the multiplier the game applies on top of those counts. Multiply them and you get the effective number of counts that actually move your crosshair per inch — your real, comparable sensitivity.
Because it is a straight multiplication, many DPI-and-sensitivity pairs produce the same eDPI. That is the whole point. A player on 400 DPI × 1.0, another on 800 DPI × 0.5, and a third on 1600 DPI × 0.25 all share an eDPI of 400 and move their crosshair identically for the same hand motion. When someone says "my sens is 0.5", always ask "at what DPI?" — or just ask for their eDPI.
The labels below are a practical, generic guide for FPS aiming, not a hard rule. Aim trainers and competitive players cluster toward the lower end because larger arm movements give finer control at range.
| eDPI range | Tier | Feel & who uses it |
|---|---|---|
| Under 800 | Low / precise | Arm aimers, tactical shooters; big mouse movements, high precision. Most Valorant and CS2 pros live here. |
| 800–1600 | Medium | Balanced wrist-and-arm play; the most common all-round band for Apex, Overwatch, and casual CS. |
| Over 1600 | High / fast | Wrist aimers, fast-paced arena shooters; quick flicks, harder micro-adjustments. |
Treat the boundaries as fuzzy. A 1700 eDPI in a fast arena game like Quake is unremarkable, while the same number would feel wild in CS2. The tier is a sanity check, not a verdict.
These are widely reported community ranges, useful as starting points if you are dialling in a new game. They are not prescriptions — plenty of strong players sit outside them.
| Game | Common eDPI range | Notes |
|---|---|---|
| Valorant | ~200–400 | Low and precise; Valorant's tight gunplay rewards controlled arm aim. 800 DPI × 0.3–0.5 is typical. |
| Counter-Strike 2 | ~700–1000 | Source-engine yaw makes the same eDPI feel faster than Valorant; 800 DPI × 0.9–1.25 is common. |
| Apex Legends | ~800–1600 | Movement-heavy; a medium eDPI balances tracking and quick repositioning. |
| Overwatch 2 | ~800–1600 | Hitscan heroes favour the lower half of this band for tracking control. |
| Fortnite | ~400–800 (effective) | Building complicates direct comparison, but edit/aim sens sits low for most ranked players. |
Remember the cross-game caveat: a 700 eDPI in CS2 and a 700 eDPI in Valorant do not produce the same physical turn, because each engine uses a different yaw constant. To match real arm movement between titles, convert using cm/360, which the optional field in the tool can show you. Our dedicated cm/360 calculator and sensitivity converter handle that conversion precisely.
Aim is a calibrated motor skill: your brain learns exactly how far a given hand movement rotates your view. If you change DPI, sensitivity, or both in a way that shifts your eDPI, that calibration partially resets and you have to rebuild muscle memory. Locking your eDPI — and keeping it identical between your game and your aim trainer — is the single most important consistency step you can take.
The deliberate-practice literature (Ericsson, Krampe & Tesch-Römer, 1993) stresses that consistent task conditions are a precondition for skill consolidation. Sensitivity is one of those conditions. Pick an eDPI, write it down, and resist the urge to tweak it every time you have a bad session — a few hundred eDPI of drift will cost you more accuracy than it ever fixes.
Friend A runs 400 DPI × 1.2 = 480 eDPI. Friend B runs 1600 DPI × 0.3 = 480 eDPI. Despite using DPI values four times apart, they move their crosshairs identically — same eDPI, same feel. Without eDPI you might wrongly assume Friend B (1600 DPI) plays far faster.
A pro lists "800 DPI, 0.45 sens" in Valorant. That is 800 × 0.45 = 360 eDPI. If your mouse is set to 1600 DPI, do not enter 0.45 — you would land at 720 eDPI, double the pro's sensitivity. Instead, solve for the matching sensitivity: 360 / 1600 = 0.225. The eDPI is what you actually want to match.
eDPI stands for effective dots per inch. It is calculated by multiplying your mouse DPI by your in-game sensitivity: eDPI = DPI × sensitivity. For example, 800 DPI multiplied by 0.5 sensitivity equals 400 eDPI. It expresses your real sensitivity as one number you can compare against other players regardless of their DPI.
In-game sensitivity alone is meaningless without DPI. A player at 1600 DPI and 0.5 sensitivity moves the same as a player at 800 DPI and 1.0 sensitivity, because both have an eDPI of 800. eDPI folds DPI and sensitivity into one figure so two setups can be compared directly.
There is no single best eDPI, but most competitive players sit in a low-to-medium range. Below roughly 800 eDPI is low and precise, 800 to 1600 is a common medium band, and above 1600 is fast. Valorant players commonly use 200–400, CS2 players 700–1000, and Apex or Overwatch players a similar medium range.
You can compare eDPI within the same game directly. Across games it is only a rough guide because each game uses a different internal yaw constant, so the same eDPI produces a different cm/360. To match real arm movement between games, convert via cm/360 rather than copying eDPI.
A higher eDPI means a smaller mouse movement turns your view further, so flicks are faster but micro-adjustments are harder. A lower eDPI demands larger arm movements but improves precision. Most players settle on a low-to-medium eDPI for the control it gives at range.