cm/360 Calculator

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 (true)
inches/360
eDPI
Aim style
▶ Practice this cm/360 in the Aim Trainer

What is cm/360?

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 cm/360 formula

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.

Yaw constant per game

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:

GameYaw (°/count)
CS2 / CS:GO / Apex / Quake0.022
Valorant0.07
Overwatch 2 / Call of Duty0.0066
Fortnite0.005555
Rainbow Six Siege0.00573

What cm/360 means for your aim style

cm/360 rangeAim styleTrade-off
under 20 cmFast wrist aimLightning 180s, but micro-adjustment is hard; common in arena/movement shooters.
20–30 cmHybrid / fast tacApex, Overwatch and aggressive Valorant; quick but still controllable.
30–45 cmStandard arm aimThe competitive CS2 / Valorant default; best balance of speed and precision.
45–60 cmHeavy arm aimMaximum precision for AWP/sniper holds; needs a large mousepad and space.
over 60 cmVery low sensExtreme precision; turning becomes a full arm sweep. Rare outside snipers.

Reference cm/360 by game

Where the competitive field tends to land, from publicly published settings:

GameCommon cm/360Example
CS2 / CS:GO35–55 cmLow-sens riflers and AWPers
Valorant30–50 cmaspas ~41 cm (0.40 @ 800)
Apex Legends20–30 cmFaster strafe-tracking
Overwatch 220–30 cmTracer/Genji tracking
Rainbow Six Siege25–40 cmPeeker's-advantage flicks

How to verify your cm/360 in-game (sanity check)

  1. Put a mark on your mousepad at your mouse's starting position.
  2. In a safe area, do a smooth, controlled 360° turn in one motion without lifting the mouse.
  3. Mark where the mouse ended up and measure the distance with a ruler.
  4. It should match the calculator's cm/360 within a centimetre or two. If it is way off, double-check your DPI is what you think it is — use the mouse DPI analyzer if unsure.

cm/360 vs eDPI

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.

FAQ

What is cm/360?

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.

How do I calculate cm/360?

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.

What is a good cm/360?

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.

Is lower cm/360 better?

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.

Does cm/360 change between games?

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.

What is inches/360?

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.

Sources

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