By Tim King · Updated
cm per 360 Calculator
Mouse Travel per Full Turn From DPI and In-Game Sensitivity
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How the Cm/360 Calculator works
This cm per 360 calculator turns DPI and sensitivity into the mouse distance for one full turn. Enter your DPI, in-game sensitivity and the game, and the calculator gives the distance your mouse travels for a full 360° turn in centimetres and inches, whether that is a high, medium or low sensitivity by competitive standards, how wide a mouse pad you need to flick 180° either way, and, if you enter a target distance, the sensitivity to set to reach it. The table shows the same sensitivity at other DPI settings.
The formula. cm per 360 = 360 ÷ (DPI × sensitivity × yaw) × 2.54, where yaw is the degrees turned per mouse count: 0.022 in CS2 and Apex, 0.07 in Valorant. For example, 400 DPI at 1.0 in CS2 is 360 ÷ 8.8 × 2.54 = 103.91 cm. A second example: 800 DPI at 1.25 is 360 ÷ 22 × 2.54 = 41.56 cm. That is how many centimetres of mousepad one full turn takes.
Centimetres per 360 is the one sensitivity measure that means the same thing in every game, on every mouse, at every DPI. It is the physical distance your hand moves to turn all the way round, and because muscle memory is trained on distance rather than on numbers in a settings menu, it is the figure to carry from game to game.
The formula. Every game turns the camera a fixed number of degrees per mouse count at sensitivity 1, called the yaw: 0.022° in CS2, Apex and other Source-derived engines, 0.07° in Valorant, 0.0066° in Overwatch 2 and Call of Duty. Degrees per inch is DPI × sensitivity × yaw; inches per 360 is 360 divided by that; multiply by 2.54 for centimetres. At 800 DPI and sensitivity 1 in CS2 that is 360 ÷ (800 × 1 × 0.022) = 20.45 inches, or 51.9 cm.
What is high and what is low. In tactical shooters most professionals sit between 30 and 45 cm per 360. Under 25 cm is high sensitivity, typically wrist aiming, quick to turn but hard to be precise with at range; 45 to 70 cm is low sensitivity, arm aiming, precise but demanding on desk space and slow to check behind you. Battle royale and hero shooters with faster movement tend a little higher, arena shooters lower. There is no correct value; the useful lesson from the pros is that the middle of the range is where most of them ended up.
Mouse pad size. To flick 180° in either direction without lifting, you need your cm/360 plus a few centimetres of margin, since a full turn is rarely needed but a 180° often is. A 45 cm/360 player is comfortable on a 50 cm pad; at 60 cm/360 an extended desk mat becomes necessary. Low-sensitivity players lift and reposition as a matter of routine.
Matching a target. If you know the cm/360 you want, perhaps from a pro's settings or from an aim trainer, the optional field gives the exact sensitivity to type in at your DPI. Aim trainers report their own cm/360 directly, so you can set the game to match. The table shows that the same in-game number at a different DPI is a different sensitivity: doubling DPI halves the cm/360 unless you halve the in-game value too.
Scoped and ADS sensitivity. These figures apply to hip-fire. Zoomed views scale the sensitivity down, and most games have a separate multiplier for it; some players match the monitor distance rather than the angle when scoped. Keep the hip-fire cm/360 constant across games first and tune the ADS multiplier afterwards.
cm per 360 calculator table for CS2
CS2 uses a yaw of 0.022 degrees per count.
cm per 360 and eDPI in CS2 by DPI and in-game sensitivity
| DPI and sensitivity | cm per 360° | eDPI |
|---|---|---|
| 400 DPI, 0.5 | 207.82 cm | 200 |
| 400 DPI, 0.75 | 138.55 cm | 300 |
| 400 DPI, 1 | 103.91 cm | 400 |
| 400 DPI, 1.25 | 83.13 cm | 500 |
| 400 DPI, 1.5 | 69.27 cm | 600 |
| 400 DPI, 2 | 51.95 cm | 800 |
| 400 DPI, 2.5 | 41.56 cm | 1,000 |
| 400 DPI, 3 | 34.64 cm | 1,200 |
| 800 DPI, 0.5 | 103.91 cm | 400 |
| 800 DPI, 0.75 | 69.27 cm | 600 |
| 800 DPI, 1 | 51.95 cm | 800 |
| 800 DPI, 1.25 | 41.56 cm | 1,000 |
| 800 DPI, 1.5 | 34.64 cm | 1,200 |
| 800 DPI, 2 | 25.98 cm | 1,600 |
| 800 DPI, 2.5 | 20.78 cm | 2,000 |
| 800 DPI, 3 | 17.32 cm | 2,400 |
| 1600 DPI, 0.5 | 51.95 cm | 800 |
| 1600 DPI, 0.75 | 34.64 cm | 1,200 |
| 1600 DPI, 1 | 25.98 cm | 1,600 |
| 1600 DPI, 1.25 | 20.78 cm | 2,000 |
| 1600 DPI, 1.5 | 17.32 cm | 2,400 |
| 1600 DPI, 2 | 12.99 cm | 3,200 |
| 1600 DPI, 2.5 | 10.39 cm | 4,000 |
| 1600 DPI, 3 | 8.66 cm | 4,800 |
FAQ
What is cm per 360?
The distance your mouse moves across the pad to turn the camera a full circle. It is the universal way to compare sensitivity across games and mice because it does not depend on DPI or a game's arbitrary scale; the same cm/360 feels identical everywhere.
What is a good cm/360 for CS2 or Valorant?
Most professionals use 30 to 45 cm. Lower is more precise at range and better for holding angles; higher makes turning and tracking close targets easier. Pick a value in that range, give it a few weeks, and change it only for a reason.
How do I convert cm/360 to sensitivity?
Sensitivity = 360 × 2.54 ÷ (yaw × DPI × cm/360). For CS2 at 800 DPI and 40 cm, that is 914.4 ÷ (0.022 × 800 × 40) = 1.30. Enter your target in the optional field and the calculator does it for any supported game.
Does DPI affect cm/360?
Yes, directly: doubling DPI halves cm/360 at the same in-game sensitivity. To change DPI without changing feel, halve the sensitivity when you double the DPI so the product, and the distance per turn, stays the same.
How big a mouse pad do I need?
Wide enough for a 180° flick in either direction: roughly your cm/360 plus five centimetres. At 40 cm/360 a 45 cm pad is fine; at 60 cm/360 you want a 90 cm desk mat or you will be lifting the mouse in the middle of turns.
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