Mouse Sensitivity cm per 360: Formula & Examples

Centimeters per 360 degrees (cm/360) tells you how far the mouse moves across the pad for one full turn in a game. The formula is cm/360 = (360 × 2.54) ÷ (DPI × in-game sensitivity × yaw), where yaw is the game's degrees-per-count value. With 800 DPI and a sensitivity of 1.0 in a game using the common 0.022 yaw, the result is 52.0 cm.
Because cm/360 stays the same across games and devices, it is the cleanest way to compare settings and to carry a feel you like from one shooter to another.
What cm/360 measures
DPI sets how many counts the mouse reports per inch of movement. Sensitivity multiplies those counts into rotation, and yaw is the number of degrees a single count turns the view at sensitivity 1. Multiply the three together and you get degrees of turn per inch of mouse travel.
Convert that into the distance needed for a full circle, and you have cm/360. A lower number means a faster, more sensitive setup that needs less movement. A higher number means slower, with more room for fine control.
The formula
cm/360 = (360 × 2.54) ÷ (DPI × sensitivity × yaw)
The value 2.54 converts inches to centimeters, and 360 is a full turn. Use the game's own yaw value, since it differs between engines.
Two common yaw values:
- Source-engine games such as Counter-Strike: 0.022 degrees per count.
- Valorant: 0.07 degrees per count.
Check the value for your game in its community documentation before relying on it, as some games apply extra scaling or different yaw for different modes.
Worked examples
Using the formula, here are four setups with their results:
| Game | DPI | Sensitivity | Yaw | cm/360 |
|---|---|---|---|---|
| Source-style | 800 | 1.0 | 0.022 | 52.0 |
| Source-style | 800 | 1.5 | 0.022 | 34.6 |
| Source-style | 1600 | 0.5 | 0.022 | 52.0 |
| Valorant | 800 | 0.314 | 0.07 | 52.0 |
Notice that 800 DPI at 1.0 and 1600 DPI at 0.5 give the same result. Only the product of DPI and sensitivity matters, so you can pick the combination that suits the game's sensitivity slider.
The Valorant row shows the cross-game match: a Valorant sensitivity of 0.314 equals a Source-style sensitivity of 1.0 at the same DPI. The ratio of the two yaw values, 0.07 ÷ 0.022, is about 3.18.
Converting between games
To keep the same feel, convert the sensitivity using the ratio of the yaw values:
new sensitivity = old sensitivity × (old yaw ÷ new yaw)
Example: a player uses 1.2 in a Source-style game and moves to Valorant. The new sensitivity is 1.2 × (0.022 ÷ 0.07) = 0.377. Keep DPI the same on both.
Always test the converted value in a practice range. Field of view, scoped sensitivity and aim assist can make two games feel different even when the turn distance is the same.
Finding a starting point
Pick a neutral number, then adjust. A practical method:
- Start at around 40 cm/360 and play a few sessions.
- If you overshoot targets and feel twitchy, increase cm/360 by 5.
- If you run out of mouse pad when turning, reduce it by 5.
- Change by small steps and keep each setting for a few days before changing again.
The starting number is a convention, not a rule. Players use a wide range of values, depending on the game, the grip and the playing surface. What matters is that the setting is comfortable and consistent.
Matching sensitivity to your hardware
Two physical factors set the range you can use:
- Mouse pad size. A 40 cm wide pad cannot give a comfortable 60 cm/360 setting.
- Grip and arm movement. Wrist-heavy aim suits lower cm/360, and arm aim suits higher.
If you play with both wrist and arm, aim for a number where you can turn 180 degrees with a comfortable arm swipe and make small adjustments with the wrist.
eDPI & why cm/360 is better
Some players share eDPI, which is DPI multiplied by in-game sensitivity. For 800 DPI at 1.0 that is 800. eDPI is useful within one game, but it hides the yaw difference between games, so 800 eDPI in one game is not the same speed as 800 in another. For example, 800 DPI × 0.314 in Valorant gives an eDPI of 251.2, yet it matches 800 eDPI in the Source-style example above.
Use cm/360 when comparing across games and eDPI only when comparing within a single game.
Practice & testing
To judge a setting fairly:
- Use a fixed warm-up routine for five to ten minutes.
- Test in an aim trainer or practice range that you use every time.
- Track hit rate and the number of overshoots.
- Compare after several sessions, since tiredness and mood change results.
Keep a log with date, DPI, sensitivity and cm/360 for each session. A simple table or spreadsheet is enough.
Input lag also affects how aim feels. If your settings feel inconsistent even after tuning, delay may be the cause, since input lag changes how quickly the crosshair seems to follow your hand.
Gamepads & different devices
cm/360 applies to mice. For a controller, the equivalent is stick sensitivity and deadzone, since the stick does not travel a distance across a pad. If you play with both, the guide to controller deadzone settings explained shows how to set the stick's resting zone so small movements are not wasted.
Common mistakes
- Changing DPI and sensitivity together, so you cannot tell what caused a change.
- Copying a professional's numbers without matching their pad size and grip.
- Ignoring scoped sensitivity, which may use a separate multiplier.
- Switching often. Give each setting at least a week.
- Using a very high DPI with in-game sensitivity near the minimum, which can feel coarse in some games.
FAQ
What DPI should I use?
Most players use between 400 and 1600, and it matters less than the final cm/360. Pick a DPI your mouse handles cleanly, then adjust in-game sensitivity.
Is a lower sensitivity better for aim?
Not automatically. Lower settings give finer control and need more movement. Higher settings turn quickly and demand steadier hands. The right value is the one you can use consistently.
Does cm/360 change with field of view?
The turn distance stays the same, but a wider field of view makes on-screen movement look slower, and a narrower one looks faster. Some players prefer to match the feel at a set zoom level, which uses a different formula.
Can I use cm/360 for scoped weapons?
Scopes often use separate multipliers. Look for the game's scope sensitivity option and calculate the match ratio, typically given as a percentage of the base setting.
Next steps
Look up your game's yaw value, enter your DPI and sensitivity into the formula, and write down your current cm/360. Then change only one thing, sensitivity or DPI, in small steps and track the result over a week.



