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Mouse Sensitivity & cm/360 Converter

Convert your exact mouse sensitivity across game engines using verified angular yaw constants with cm/360 rotation metrics.

Converted Sensitivity (Valorant)

0.3771

Preserves exact 1:1 mousepad turn distance

Physical 360° Distance (cm/360)

43.3 cm

17.05 inches on mousepad for a full 360° rotation

Effective DPI (eDPI)

960 → 301.68

DPI × Sensitivity in respective game engines

Source & Target Game Settings

Cross-Game Equivalent Sensitivities (800 DPI • 43.3 cm/360)

Game TitleAngular YawEquivalent SenseDPIcm / 360°
Counter-Strike 2 / Source(Source)0.0221.296043.3 cm
Valorant(Target)0.070.3771301.6843.3 cm
Overwatch 20.00664320043.3 cm
Apex Legends0.0221.296043.3 cm
Rainbow Six Siege0.0057295784.60773686.1643.3 cm
Call of Duty / Warzone0.00664320043.3 cm
Fortnite0.0055554.7525380243.3 cm

Why cm/360 Is the Only Universal Sensitivity Metric

In-game sensitivity numbers are meaningless across engines: 1.5 in CS2 and 1.5 in Valorant produce entirely different rotations. The conversion here passes through each game's yaw constant — the degrees turned per mouse count — so what is preserved is the physical distance your hand travels for a full 360° turn.

That physical distance is the only thing your muscle memory actually learns. Keeping cm/360 constant is what makes a switch between games seamless; keeping the raw number constant is what makes every aim duel feel wrong for a week.

Engine Yaw Constants Used

  • CS2 and Apex Legends (Source): 0.022° per count.
  • Valorant: 0.07° per count — which is why Valorant sens numbers are roughly 3.18× smaller than CS2 at equal DPI.
  • Overwatch 2: 0.0066° per count — the smallest of the three, hence the largest raw sens values.
  • The converter also reports cm/360 so you can sanity-check the result on your mousepad before committing to it in-game.

Why the Same DPI Feels Different in Every Game

Each game turns mouse counts into rotation with its own multiplier, called the yaw value. Source-engine titles use 0.022 degrees per count, while others use different constants, so identical DPI and in-game sensitivity can give a very different turn speed. Converting by the yaw ratio keeps the physical distance you swipe for a full turn the same.

The cm/360 figure is the most useful number for comparing setups: it is how far the mouse travels on the pad to complete a full rotation. Most competitive players settle somewhere between roughly 20 and 50 cm/360, but the right value depends on pad size and aim style. Convert once, then make small adjustments over a few sessions instead of changing the value repeatedly.

How the Calculation Works

  1. Uses verified game engine angular yaw multipliers (e.g., Source 0.022, Valorant 0.07, OW2 0.0066).
  2. Calculates physical circumference required for a full 360-degree rotation (cm/360).
  3. Outputs real-time multi-game comparative sensitivity tables.
Formula & Technical Standard
Target Sens = (Source Sens * Source Yaw) / Target Yaw | cm/360 = (360 * 2.54) / (DPI * Sens * Yaw)

Worked Example

CS2 to Valorant
Input: 1.50 in CS2 (800 DPI)
Output: 0.471 in Valorant (34.64 cm/360)
Preserves exact physical turn distance.

Common Questions

Does aspect ratio change sensitivity?

Physical 360-degree distance remains identical regardless of resolution or aspect ratio.

What is cm/360?

cm/360 is the physical distance your mouse must travel for a full 360-degree in-game turn. It is the only universal metric for comparing sensitivity across mice, DPI settings, and games.