cm/360 calculator
DPI is hardware, sens is a game setting, eDPI is game-specific — but centimeters of mousepad per full turn is physics. It's the number your arm actually knows.
Why cm/360 is the number worth memorizing
Every other sensitivity number depends on some game's arbitrary scale. cm/360 doesn't: it's the physical distance your hand travels for a full rotation, so it transfers across every game, every engine, every decade. Know yours and you can set up any new game in thirty seconds with this calculator run backwards — pick the game, then adjust sens until the cm/360 matches your number.
It's also the honest way to talk about "low" and "high" sens. Numbers like 0.35 or 4.2 mean nothing across games, but 25 cm/360 is objectively fast-twitch and 60 cm/360 is objectively arm-glide, whoever you are and whatever you play. The typical competitive band for your chosen game shows under the result — tactical shooters cluster slower, movement shooters faster, and that difference is real, not fashion.
The math: degrees per count = yaw × sens, counts per 360 = 360 ÷ that, distance = counts ÷ DPI, converted to centimeters. Every term is on this page, so you can check the work.
Questions
What's a normal cm/360?
Depends on the game's demands: tactical shooters commonly sit around 35–65 cm, faster movement games around 22–42 cm. Within that, wrist aimers run shorter distances and arm aimers longer — both are legitimate styles, not mistakes.
How do I use this to set up a new game?
Pick the new game here, keep your DPI, and adjust the sens field until cm/360 equals your known number. That's it — your aim moves in with you. The sensitivity converter on this site does the same thing in one step for supported games.
Why does my aim still feel different at the same cm/360?
Field of view, monitor distance, and each game's movement speed change how turning *looks* even when the hand distance is identical. cm/360 matches the physical motion; your eyes need a session or two to agree.