This mouse sensitivity tester turns your DPI and in-game sensitivity into the one number that actually defines your aim: cm/360, the distance you move the mouse to turn a full circle. Enter your DPI, in-game sensitivity, and game, and it instantly returns your cm/360, your inches/360, and your aimer type. You can also work backwards — type a target cm/360 and it back-solves the exact in-game sensitivity you need. Everything runs locally in your browser; nothing is uploaded.
800 DPI, 1.0 in-game sensitivity (yaw 0.022) works out to 51.95 cm/360 — an arm-aiming low-sens setup. If the tool returns that figure for those inputs, the trigonometry-free formula is doing its job correctly.
The math is deliberately simple. cm/360 is (2.54 × 360) / (DPI × sens × yaw). Every term is something you control except yaw, the constant that says how many degrees the camera turns per mouse count at sensitivity 1. Because yaw differs between engines, the same DPI and sensitivity feel completely different across games — which is exactly why cm/360, not the raw sensitivity slider, is the number you should standardise on. For a deeper multi-game conversion, pair this with our sensitivity converter and cm/360 calculator.
The distance you sweep for a full turn dictates which muscles do the work and which style of aim comes naturally. These bands are guidelines, not laws — plenty of pros sit outside their game's norm.
| cm/360 | Aimer type | Dominant muscles | Feels like |
|---|---|---|---|
| < 25 cm | High sens / wrist aimer | Wrist & fingers | Fast, twitchy, great for close range & flicks |
| 25–40 cm | Medium / balanced | Wrist + forearm | The competitive sweet spot for most tap shooters |
| > 40 cm | Low sens / arm aimer | Whole arm from elbow | Stable, precise, ideal for tracking & long range |
A point that confuses new players: there is no single "correct" DPI. Your aim depends only on the product of DPI and in-game sensitivity, because that product is what divides into the formula. 800 DPI × 2.0 sens and 1600 DPI × 1.0 sens both give the same cm/360 and feel identical. So why not crank DPI to the maximum? Two reasons: very high DPI can exceed your sensor's tracking range and introduce smoothing or jitter, and tiny in-game sensitivity values lose precision. Most competitive players land somewhere between 400 and 1600 DPI, then dial in-game sensitivity to hit their target cm/360.
Use the tester as a starting point, then validate it with reps. A reliable workflow:
You play 800 DPI, 1.0 sensitivity in CS2. Feeding those in (yaw 0.022) returns 51.95 cm/360 — firmly in arm-aimer territory. That is a deliberately low, stable sens favoured by many rifle players who prize spray control over snap flicks. If it feels sluggish for close-range duels, drop to roughly 40 cm by raising sensitivity.
Valorant's yaw is higher (0.07), so the same 1.0 sensitivity would feel three times faster. To keep 51.95 cm/360 at 800 DPI, switch to Direction 2, enter target 51.95, pick Valorant, and the tester returns about 0.314 in-game sensitivity — the value that makes a full turn cover the same physical distance in both games.
cm/360 is the number of centimetres you move the mouse to turn a full 360° in game. It is the true, cross-game measure of sensitivity because it ignores each game's internal scale. Lower cm/360 feels fast and twitchy; higher feels slow and controlled. Matching cm/360 between titles preserves your muscle memory.
The formula is cm/360 = (2.54 × 360) / (DPI × in-game sens × game yaw). The 2.54 converts inches to centimetres and yaw is the degrees turned per count at sensitivity 1. CS2 at 800 DPI, 1.0 sens, yaw 0.022 gives 914.4 / 17.6 = 51.95 cm/360.
Most competitive players sit between roughly 25 and 45 cm/360. Tracking games (Apex, Overwatch) reward higher values; flick-heavy tap shooters (CS2, Valorant) are commonly 25–40 cm. Under ~25 cm is wrist-dominant high sens; over ~40 cm is arm-aiming low sens. The best value is the one you keep consistent.
Compute your cm/360 in one game, then back-solve the sensitivity that produces the same cm/360 in the target game using its yaw. This tester does both: enter a target cm/360 and your DPI and it returns sens = (2.54 × 360) / (DPI × yaw × target cm). Equal cm/360 means a full turn feels identical.
For your aim, only the product of DPI and sensitivity matters. 800 DPI at 2.0 sens equals 1600 DPI at 1.0 sens. The practical difference is granularity and sensor behaviour, so most players use 400–1600 DPI and then set sensitivity to hit their cm/360.