Glossary

What Is cm/360?

cm/360 is the distance, in centimeters, that your mouse has to travel across the pad to turn your character a full 360 degrees. It is the one sensitivity number that means the same thing in every game.

Why it is the number that transfers

DPI and in-game sens are inputs. cm/360 is the output: how far your hand actually moves. Two players with the same cm/360 make identical arm and wrist movements for the same turn, whatever their mice are set to, and whichever game they are in.

Read it the right way round. A higher cm/360 is a lower sensitivity, because it takes more mouse travel to get around. 60 cm/360 is slow and precise, 20 cm/360 is fast and twitchy.

The formula

cm/360 = 360 ÷ (yaw × sens × DPI) × 2.54

Yaw is the number of degrees the game turns per mouse count at sensitivity 1. It is a fixed constant per game: 0.022 in CS2 and Apex, 0.07 in Valorant, 0.0066 in Overwatch 2. The 2.54 converts inches to centimeters.

Example: CS2 at 800 DPI and 1.1 sens. 0.022 × 1.1 × 800 is 19.36 degrees per inch, 360 divided by that is 18.6 inches, and 18.6 × 2.54 is 47.2 cm per 360.

You do not have to remember any of this. The eDPI calculator shows your cm/360 for the game you pick, and the converter uses it to carry a sens into another game.

Measure it with a ruler

No software needed. Put your mouse at one edge of the pad, note the position, and drag it in a straight line until your view has turned exactly once, with a landmark ending back where it started. Read the distance off a ruler. That is your cm/360.

Do it two or three times and average. If your measured number does not match the formula, something between the mouse and the game is scaling your input, usually Windows pointer speed or mouse acceleration.

Typical values

Converted from the pro eDPI ranges, Valorant and CS2 pros both land somewhere between about 36 and 65 cm per 360. Apex and Overwatch 2 pros run faster, mostly between about 25 and 50 cm. Hero shooters and arena games trend faster than tactical ones because targets move more and headshots decide less.

None of that is a target for you. Pick a cm/360 you can control, keep it for months, and let your hand learn it. Hopping between sensitivities is one of the fastest ways to stall, and it is covered in 7 aim mistakes that keep you hardstuck.

Sensitivity needed for a given cm/360

Turn the formula around and it tells you what to type into a game to land on the distance you want. At 800 DPI:

cm per 360ValorantCS2 / ApexOverwatch 2
30 cm0.5441.7325.77
40 cm0.4081.2994.33
50 cm0.3271.0393.46
60 cm0.2720.8662.89

Every row is the same hand movement. The sens values differ by a fixed ratio per game, because each game's yaw differs by a fixed ratio, which is all the converter does.

What a cm/360 means on the pad

A turn scales linearly with distance, so a quarter turn is a quarter of your cm/360 and a half turn is half. At 40 cm per 360 that is 10 cm for 90 degrees and 20 cm for 180.

It also tells you whether your pad is big enough. A standard medium pad is about 32 cm wide, which holds a full 180 degree turn for any cm/360 up to 64. Players much above that either lift and reset the mouse often or run out of room mid-turn, and that is usually the sign to speed up the sens a little.

01020304020304050607080 medium pad, about 32 cm wide 64 cm per 360 your cm per 360cm for a 180° turn
A half turn is half your cm/360. A 32 cm pad holds a full 180 degree turn up to 64 cm per 360; beyond that you reach the edge of the pad mid-turn.

Checking it across games

The ruler test is also the quickest way to find a game that is quietly scaling your input. Convert your number into a second game, then measure a full turn there with the ruler. If the two measurements disagree by more than a few percent, one of the games is not reading raw input, or Windows pointer settings are still in the path.

Both games should land within a couple of millimetres of each other. When they do, you can trust the converted sens without having to relearn anything.