eDPI Calculator
Mouse DPI × in-game sensitivity = eDPI — and the physical cm per 360 that actually lets you compare setups across games.
The short answer
Formula. eDPI = mouse DPI × in-game sensitivity; cm per 360 = 360 ÷ (DPI × yaw × sensitivity) × 2.54.
Example. 800 DPI at sensitivity 2 in CS2 is an eDPI of 1600 and a 25.98 cm/360; the identical feel in Valorant (yaw 0.022 vs 0.07) is sensitivity 0.6286.
Your setup
Common: 400, 800, 1600.
CS2 yaw: 0.022° per count.
How eDPI and cm/360 actually work
Your mouse reports movement in counts (DPI is counts per inch), and the game turns the camera a fixed number of degrees per count — the yaw — multiplied by your in-game sensitivity. CS2 and Apex turn 0.022° per count at sensitivity 1, Valorant 0.07°, Overwatch 2 0.0066°. Multiply the three and you know exactly how far the view moves per inch of desk: 800 DPI × 0.022 × 2 = 35.2 degrees per inch in CS2.
eDPI collapses just the first and last factors — DPI × sensitivity — into one number, which is handy inside a single game: it says 800×2 and 1600×1 are identical setups. What eDPI cannot do is cross games, because it ignores yaw. That is what cm/360 is for: the physical centimeters of mouse travel needed for a full turn, computed as 2.54 × 360 ÷ (DPI × yaw × sensitivity). The same 800×2 in CS2 is about 26 cm per 360; expressed as Valorant sensitivity it becomes 0.63, and as Overwatch 2 sensitivity about 6.7 — same hand movement, different menus.
Why lower is usually better in tactical shooters: at 26 cm/360 you have enough arm travel for precise micro-adjustments (headshots) while still being able to flick a 180 with a forearm sweep. Most pro players in CS2 and Valorant live between roughly 20 and 50 cm per 360. But the number is a starting point, not a rule — pick one, play two weeks without touching it, and let muscle memory build. Constantly chasing a "perfect" sens is the fastest way to never develop one.
Sources & review date
- Yaw values are the games' standard rotation-per-count constants: CS2/CS:GO 0.022, Valorant 0.07, Overwatch 2 0.0066; a custom yaw input covers anything else.
Last reviewed: October 2026. Numbers that drift (fees, prices, densities) are editable inputs on this page.
eDPI FAQs
Is high or low eDPI better?
For precision shooting, lower eDPI (bigger cm/360) generally helps: small wrist movements translate to smaller aim adjustments. Aim trainers and flick-heavy players go lower; movement-heavy games like Overwatch tolerate higher. Consistency beats the specific value.
Why does my 1600 DPI feel different from a friend's 1600 DPI?
DPI alone says nothing — your in-game sensitivities and the game's yaw differ. Compare with cm/360 from this calculator; if those match, your setups are physically identical regardless of the numbers on screen.
Does in-game resolution or polling rate change eDPI?
No. Resolution changes nothing about sensitivity math, and polling rate (500 vs 1000 Hz) only affects smoothness. Windows pointer speed DOES affect menu feel and some games that read raw input off — set it to 6/11 (the default, no acceleration) and leave it there.
What yaw should I use for a game not in the list?
Find the game's "degrees per count" or "yaw" constant from its config file or a sensitivity-converter table, and enter it under Custom yaw. If a converter only offers game-to-game conversion, its math is using the same yaw values this page exposes.