Get your true cm/360 and inches/360 from your DPI and in-game sensitivity, using each game's real yaw constant. cm/360 is the only sensitivity number that means the same thing in every game — it is the physical distance your hand travels for one full turn.
cm/360 (centimetres per 360) is the number of centimetres you have to slide your mouse across your desk to turn a complete 360° circle in-game. It is the single most useful sensitivity number in FPS because it is a real physical distance — it does not care what your DPI is or which game you are playing.
Two players can have wildly different DPI and in-game sens settings, but if their cm/360 is the same, their hands move identically and their muscle memory is interchangeable. That is why coaches, pro-settings sites and aim trainers all describe sensitivity in cm/360 rather than the in-game slider number.
The calculator uses the exact mouse-movement physics. First it finds how far the mouse travels for a full turn, then converts to centimetres:
inches/360 = 360 ÷ (sens × DPI × yaw)
cm/360 = inches/360 × 2.54
Or directly: cm/360 = (360 × 2.54) ÷ (sens × DPI × yaw)
Worked example: CS2, sens 0.8, 1600 DPI. CS2's yaw is 0.022. So inches/360 = 360 ÷ (0.8 × 1600 × 0.022) = 12.78", and cm/360 = 12.78 × 2.54 = 32.5 cm. The eDPI here is 0.8 × 1600 = 1280. The tool above returns exactly these numbers.
The only game-specific part of the formula is the yaw constant — the degrees your camera turns per raw mouse count. These are the verified values:
| Game | Yaw (°/count) |
|---|---|
| CS2 / CS:GO / Apex / Quake | 0.022 |
| Valorant | 0.07 |
| Overwatch 2 / Call of Duty | 0.0066 |
| Fortnite | 0.005555 |
| Rainbow Six Siege | 0.00573 |
| cm/360 range | Aim style | Trade-off |
|---|---|---|
| under 20 cm | Fast wrist aim | Lightning 180s, but micro-adjustment is hard; common in arena/movement shooters. |
| 20–30 cm | Hybrid / fast tac | Apex, Overwatch and aggressive Valorant; quick but still controllable. |
| 30–45 cm | Standard arm aim | The competitive CS2 / Valorant default; best balance of speed and precision. |
| 45–60 cm | Heavy arm aim | Maximum precision for AWP/sniper holds; needs a large mousepad and space. |
| over 60 cm | Very low sens | Extreme precision; turning becomes a full arm sweep. Rare outside snipers. |
Where the competitive field tends to land, from publicly published settings:
| Game | Common cm/360 | Example |
|---|---|---|
| CS2 / CS:GO | 35–55 cm | Low-sens riflers and AWPers |
| Valorant | 30–50 cm | aspas ~41 cm (0.40 @ 800) |
| Apex Legends | 20–30 cm | Faster strafe-tracking |
| Overwatch 2 | 20–30 cm | Tracer/Genji tracking |
| Rainbow Six Siege | 25–40 cm | Peeker's-advantage flicks |
People often quote eDPI (DPI × sens) and cm/360 interchangeably, but they are not the same. eDPI is a digital number that only compares players within one game; cm/360 is a physical distance that compares across all games. If you want to compare yourself to teammates in the same title, use eDPI. If you want to carry identical aim into a new game, match cm/360 with the sensitivity converter.
cm/360 is the number of centimetres you slide your mouse across the desk to rotate a full 360 degrees in-game. It is the universal sensitivity unit because it is a real physical distance, independent of DPI and game engine. A cm/360 of 40 means 40 cm of mouse movement per full turn in any game.
cm/360 = (360 × 2.54) ÷ (in-game sens × DPI × yaw). The yaw constant depends on the game: CS2 and Apex use 0.022, Valorant uses 0.07, Overwatch 2 and COD use 0.0066. Plug in your numbers, or use the calculator which applies the right yaw automatically.
For tactical shooters like CS2 and Valorant, 30 to 50 cm/360 is the competitive standard, favouring precise arm aiming. Faster games like Apex and Overwatch trend toward 20 to 30 cm/360. Below 20 cm/360 is very fast wrist aim; above 50 cm/360 is heavy arm aim that needs a large mousepad.
Not inherently. Lower cm/360 (higher sens) is faster but harder to keep precise; higher cm/360 (lower sens) is more accurate but needs desk space and arm aiming. The best cm/360 is the one where you can do a comfortable 180 and still micro-adjust onto a head. Most players land between 25 and 45 cm/360.
Your cm/360 is whatever your settings produce in each game, and it is the value you should match when switching games. Unlike eDPI, cm/360 is directly comparable across titles because it is a physical distance. Match it with a sensitivity converter to keep identical muscle memory everywhere.
inches/360 is the same measurement as cm/360 but in inches: the inches of mouse travel for a full 360-degree turn. inches/360 = cm/360 ÷ 2.54. Some North American players and tools quote inches instead of centimetres; the calculator shows both.
m_yaw 0.022 Source-engine baseline.