DeviceTest

eDPI Calculator — Effective DPI, cm/360 and Sensitivity Conversion

eDPI (effective dots per inch) is your mouse DPI multiplied by your in-game sensitivity — it lets two players with completely different DPI settings compare setups. cm/360 is the distance you must move the mouse to turn a full circle, which is the number that actually describes how a setup feels.

Quick answer: eDPI = mouse DPI × in-game sensitivity. cm/360 = 360 ÷ (sensitivity × DPI × the game's yaw constant). Lower cm/360 means a faster turn; a tactical-shooter player typically sits between 25 and 50 cm/360, while a tracking-heavy game like Overwatch usually lands nearer 15–25 cm.

Typical: 0.110

eDPI
1,600
DPI × sensitivity
cm / 360°
10.23 cm
very fast — flick-oriented
inches / 360°
4.03 in
for imperial mousepads
Resolution
0.0284 cm/°
mouse travel per degree
Same turn distance in other games (sensitivity to enter there)
Valorant (yaw 0.07)0.6286
Apex Legends (yaw 0.022)2.0000
Overwatch 2 (yaw 0.0066)6.6667
Team Fortress 2 (yaw 0.022)2.0000
Quake Live (yaw 0.022)2.0000
Fortnite (yaw 0.005555)7.9208
Rainbow Six Siege (yaw 0.00572957795130823)7.6794
Call of Duty: Warzone (yaw 0.0066)6.6667

Scope sensitivity has its own multiplier (zoom_sensitivity_ratio); conversions here apply to hip-fire.

GameYaw (deg/count)Sensitivity for the same cm/360Confidence
Counter-Strike 20.0222.0000high
Valorant0.070.6286high
Apex Legends0.0222.0000high
Overwatch 20.00666.6667high
Team Fortress 20.0222.0000high
Quake Live0.0222.0000high
Fortnite0.0055557.9208medium
Rainbow Six Siege0.005729577951308237.6794medium
Call of Duty: Warzone0.00666.6667medium
Only games with a publicly documented yaw constant are listed — a conversion that is slightly wrong is worse than no conversion. If you are not sure of your real DPI, measure it first with the mouse DPI test. Scoped and ADS sensitivities have their own multipliers and are not covered here.
Core facts
eDPIDPI × in-game sensitivity — comparable only within the same game
cm/360The mouse distance for a full turn: 360 ÷ (sensitivity × DPI × yaw)
Why yaw mattersEach game turns a different number of degrees per count, so 800 eDPI is a different feel in each game
Sensitivity inversionHalving DPI and doubling sensitivity leaves cm/360 unchanged — the two only matter together

Why pro players quote eDPI and cm/360 instead of sensitivity

A sensitivity value alone is meaningless: 2.0 at 400 DPI is a completely different setup from 2.0 at 1600 DPI. eDPI collapses the two into one number, and cm/360 goes further by translating it into physical distance — which is what your hand actually learns. Once you know your cm/360, moving to a new mouse or a new DPI step is a calculation rather than a guess.

How the conversion is calculated here

We use the published yaw constant of each game — the degrees of rotation per mouse count — in the formula cm/360 = 360 ÷ (in-game sensitivity × DPI × yaw). Only games with a documented, community-verified constant are listed; games with nonlinear sensitivity scales or hidden multipliers are deliberately left out rather than approximated. Scoped and ADS sensitivities have their own multipliers in most games and are not covered by this calculation.

When to use this test

  • Comparing your settings with a friend or a pro who reports DPI and sensitivity separately
  • Moving to a new mouse whose DPI steps differ from your old one and you want the same feel
  • Deciding whether your current sensitivity is unusually high or low for your game
  • Feeding an exact cm/360 into an aim trainer

Frequently asked questions

Frequently Asked Questions

What is a good eDPI?
It depends on the game: tactical shooters cluster around 600–1200 eDPI, tracking-heavy games and Overwatch often run 2400–6400. The number is only comparable inside one game and one yaw scale.
Do I get the same aim if I keep eDPI the same but change DPI?
Yes for the turn distance — cm/360 stays identical. Small differences remain in how the sensor and the game sample movement, which is why some players prefer higher DPI with lower in-game sensitivity for smoother output.
Why is my favourite game not listed?
Because we only list games whose yaw constant is publicly documented and verifiable. Games with nonlinear sensitivity curves, or where no reliable constant exists, are left out on purpose — a wrong conversion is worse than no conversion.
Does this include ADS and scope sensitivity?
No. Scoped sensitivities use separate multipliers in most games; convert your hip-fire value here and tune the scope setting in game.

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