Mouse eDPI and sensitivity converter

Short answer

eDPI is DPI multiplied by in-game sensitivity. cm/360 converts that into distance: (360 x 2.54) / (eDPI x yaw), where yaw is the engine constant, 0.022 degrees per mouse count in Source-engine games. This page returns both, the equivalent sensitivity at 400 and 1600 DPI, and the mouse-pad lane width your cm/360 implies.

eDPI, cm/360 and pad width

Enter your mouse DPI and the in-game sensitivity value from the game settings menu.

Check the mouse software, not the box

Change one input at a time and watch which outputs move. DPI and sensitivity are interchangeable for aim, but DPI also sets the smallest movement the sensor can report, so it is not purely a free choice.

About this tool and its limits

Purpose: to support one decision, from numbers you supply.
Not suitable for: any medical, legal, safety or warranty decision.
Method type: arithmetic on your inputs, or an editorial rule stated below. It is not a validated model.
Accountable publisher: the editorial desk of this store.
Method version: 1.0. Last checked: 2026-09-14.

The calculation runs in your browser. This tool's own code does not save or transmit your answers. Separate site analytics and other services are described in our privacy policy.

Input What it means Accepted values
Mouse DPI Used directly in the calculation. any number, default 800
In-game sensitivity Used directly in the calculation. any number, default 1
Engine yaw constant Used directly in the calculation. Source engine, 0.022 (CS2, Apex, TF2), Valorant, 0.07, Overwatch 2 and Call of Duty, 0.0066
Mouse polling rate Used directly in the calculation. 125 Hz, 500 Hz, 1000 Hz, 2000 Hz, 4000 Hz, 8000 Hz

Worked example

With the pre-filled values shown above, it returns:

Headline result 800 eDPI
Sensitivity at 400 DPI that matches 2.000
Sensitivity at 800 DPI that matches 1.000
Sensitivity at 1600 DPI that matches 0.500
cm per 360 degrees 52.0 cm
Inches per 360 degrees 20.45 in

Calculation checks

Case Observed behaviour
Boundary input (highest accepted values) 3200 eDPI
Invalid input (zero values) 800 eDPI

These checks show the tool behaves as documented. They do not establish medical or scientific validity.

What this result cannot tell you. It is an estimate derived entirely from the numbers you enter, using the relationships described on this page. It does not measure your situation, it does not account for anything not listed as an input, and it cannot establish which product you should buy. Where the result matters for your health, safety, money or a warranty, treat it as a starting point and check it against the primary source linked at the bottom of this page.

Products and commercial interest. This store sells the products these guides discuss. Product data never changes a calculation. To report a problem, use the contact page and include this page's URL, the inputs you used and the result you expected.

What eDPI is and is not

eDPI (effective dots per inch) is DPI multiplied by in-game sensitivity. It exists so two players with different hardware can compare aim speed in one number: 400 DPI at 2.0 sensitivity is the same eDPI as 1600 DPI at 0.5, and the same cm/360 within the same game.

It is a comparison tool, not a measurement of your aim. It also does not transfer between games on its own. CS2 uses a yaw of 0.022 degrees per mouse count, Valorant uses 0.07 and Overwatch 2 and Call of Duty use 0.0066, so the same 400 eDPI produces a 104 cm turn in a Source-engine game and a 33 cm turn in Valorant. cm/360 is the number that carries across, which is why this page returns it.

Where the formula comes from, and its soft spotcm/360 = (360 x 2.54) / (DPI x sensitivity x yaw) is the standard converter formula, and the arithmetic is exact. The soft spot is the yaw constant: it is derived from how each engine converts mouse counts into rotation, documented by the converter community rather than published by the studios. Treat a one or two percent disagreement between two converters as expected, and treat the physical mouse-travel figure as the one that matters.
eDPI cm per 360 (yaw 0.022) Half turn Typical description
280 148 cm 74 cm Very low; arm aiming with repeated resets
400 104 cm 52 cm Low; common in tactical shooters
800 52 cm 26 cm Moderate to high, and the range most players settle near
1600 26 cm 13 cm High; wrist aiming
3200 13 cm 7 cm Very high; suited to small pads and fast movement

DPI, polling rate and what each one actually changes

Three different numbers get mixed together in mouse marketing. They do different jobs.

Setting What it controls What it does not control
DPI How many counts the sensor reports per inch of physical movement Your aim speed on its own, because the game multiplies it by sensitivity
In-game sensitivity The multiplier the game applies to each count Your aim speed on its own, for the same reason
eDPI The product of the two, comparable within one game Anything across games with different yaw constants
cm/360 Physical mouse travel for a full turn How well you aim, only how far you move
Polling rate How often the mouse reports position to the PC Sensor accuracy or DPI

Polling rate is a report frequency, which makes its timing easy to state: a 1000 Hz mouse reports every 1 ms, a 500 Hz mouse every 2 ms, a 125 Hz mouse every 8 ms, and an 8000 Hz mouse every 0.125 ms. That is the worst-case delay between a movement happening and the PC receiving it; the average is half of it. Razer, which sells 8000 Hz mice, describes the technology as reducing input delay from 1 ms to one eighth of a millisecond.

The part of this that is marketingNo standard sets a required polling rate, and the gain above 1000 Hz is bounded by the rest of the chain: game tick rate, frame rate and monitor refresh. If you are on a 144 Hz display, the difference between 1000 Hz and 4000 Hz sits below the gap between two frames. Buy the higher rate if it is already on the mouse, not as a reason to replace it.

The desk mat size calculator takes this cm/360 figure and turns it into a mat footprint alongside your keyboard width.

Using cm/360 to size a mouse pad

  1. Read your cm/360 from the calculator.
  2. Halve it for the half-turn lane you will actually sweep.
  3. Add about 10 cm so the pad edge sits beyond where your fingers rest, which is where a reset happens.
  4. Compare that to the pad lane, which is pad width minus the keyboard zone and the gap between them.
  5. If the pad cannot give the lane, raise sensitivity. Cutting cm/360 by a third shrinks the requirement immediately, whereas buying a mat can take a week.

For the depth of the pad, the same cm/360 bands apply: 25 cm depth suits fast settings, 30 cm suits the middle, and 40 cm deep is worth having once cm/360 passes 40 cm, because the diagonal flicks that low sensitivity encourages need depth as well as width.

Use this with

Sources

  1. Calculator Academy. cm per 360 calculator: CM360 = (2.54 x 360) / (DPI x sensitivity x yaw), with a table of yaw values — calculator.academy/cm-per-360-calculator
  2. Calculate.co.nz. eDPI calculator: eDPI = DPI x sensitivity and the cm per 360 derivation — www.calculate.co.nz/edpi-calculator.php
  3. Razer. HyperPolling Technology press release: 8000 Hz report rate reducing input delay from 1 ms to one eighth of a millisecond — press.razer.com/product-news/razer-introduces-hyperpolling-technology-to-power-the-worlds-fastest-gaming-mouse
  4. Corsair. Extended mouse pad dimensions, used for the standard pad width references — www.corsair.com/us/en/c/mousepads/extended-mouse-pad

Use the information on the page and check product details before choosing.