Mouse sensitivity converter
Enter your DPI and in-game sensitivity to get eDPI and cm/360° (how many centimetres the mouse must travel on the desk for the view to turn a full circle). This step measures nothing — it pushes the two numbers you enter through each game’s fixed constant to produce two other numbers. So how accurate the DPI you enter is directly decides how accurate the result is.
The DPI you enter is the nominal value printed in your driver. A gap of around 5% between the maker’s figure and the measured one is normal; for the real figure, go to the Mouse DPI test and measure along a ruler first — then come back and enter what you measured. However precise this page is, it cannot rescue a wrong premise.
—
Each game’s constant
The conversion rests on one number baked into each game: yaw — how far the view turns per count of mouse movement at sensitivity 1. Players cannot change it, and it is the entire reason the same sensitivity number feels completely different in this game and that one.
The table below prints that number alongside the result it produces so you can check it yourself, rather than having to trust an opaque result. The third column is cm/360° at 800 DPI and sensitivity 1, which you can hold against your own settings.
| Game | yaw (degrees per count) | Full turn at 800 DPI, sensitivity 1 |
|---|---|---|
| CS2 / CS:GO | 0.022 | 52.0 cm |
| Apex Legends | 0.022 | 52.0 cm |
| VALORANT | 0.07 | 16.3 cm |
| Overwatch 2 | 0.0066 | 173.2 cm |
Where both numbers come from
- eDPI = DPI × in-game sensitivity. It is a plain product with no game constant in it, so it only means anything compared sideways within a single game.
- cm/360° = (360 × 2.54) ÷ (DPI × sensitivity × yaw). The numerator is "degrees in a full turn × centimetres in an inch"; the denominator is "degrees the view turns per count × how many sensitivity points each count is worth". Divide one by the other and the units land on centimetres.
Other things that change the feel
The same cm/360° with a different feel is very common. Beyond the points in the FAQ above, there is one that is easy to miss: how you grip the mouse and how the work is split between arm and wrist. At the same 40 cm for a full turn, someone who flicks from the wrist will find it too slow, while someone who drives with the whole arm will find it just right — the formula has no hand in it, only distance.
Common questions
eDPI = DPI × in-game sensitivity, and it is decided entirely by the two numbers you enter, with no reference to which game you play. That is exactly the problem: enter the same numbers in two games and eDPI matches, yet the view turns at completely different speeds — because each game defines "sensitivity 1" differently (the yaw in the table below is each one’s definition). So eDPI can only be compared sideways within a single game. What does carry across games is cm/360°, which folds the game’s own constant in and asks "how many centimetres must the mouse travel on the desk for the view to turn a full circle".
Not necessarily, and this page will not verify it for you. A gap of around 5% between the maker’s DPI and the measured value is normal, and some mice drift further once you have changed steps in the driver. This page does a conversion: feed in an inaccurate DPI and the cm/360° comes out off by the same proportion — the number looks precise, but the premise inside it is wrong. To find the real value for the mouse in your hand, go to the DPI test page and measure along a ruler once, then enter what you measured here.
A few common causes: (1) the DPI in the driver is not the real value (see above); (2) the game has "mouse acceleration" or a raw-input option switched on, which stops physical movement and view rotation being proportional — and this formula assumes they are; (3) a different field of view (FOV) — cm/360° is independent of FOV, but change the FOV and the same rotation looks like a different amount of movement on screen, so the feel changes with it. This number is a conversion result, not a verdict on your feel.
Because only these games have a clearly defined yaw, and we print every one of them in the table below so you can check. We would rather cover fewer games than hand you a wrong number that looks precise — get one constant wrong and the cm/360° is off all the way to the user re-learning a whole new feel in-game. To add a new game, verify its yaw first.
