FPS sensitivity basics

What is cm/360?

cm/360 means how many centimeters you move your mouse on the mousepad to turn your in-game view exactly 360 degrees.

Why cm/360 Matters

In-game sensitivity values are not directly comparable across games. A sensitivity of 1.0 in one shooter can feel very different from 1.0 in another. cm/360 gives you a physical measurement that is easier to compare.

Lower cm/360 means faster sensitivity because you need less mouse movement to turn. Higher cm/360 means slower sensitivity because you need more mouse movement to turn.

Basic Formula

For games that use a yaw value, the common formula is:

cm/360 = 360 / (sensitivity x DPI x yaw) x 2.54

The yaw value is game-specific. That is why a converter should account for the game, not only the sensitivity number.

Example Ranges

cm/360FeelCommon tradeoff
20 to 30 cmFastEasier turns, harder micro control
30 to 50 cmMediumBalanced for many players
50 cm and higherSlowPrecise aim, bigger arm movement

These ranges are not rules. Desk space, mousepad size, role, FOV, and personal comfort matter more than copying a number from another player.

Same cm/360 Across Different Games

A game-aware converter changes the raw sensitivity number so the physical turn distance stays similar. This table shows an approximate 51.95 cm/360 baseline at 800 DPI.

GameSensitivity at 800 DPIApprox. cm/360
CS2 / CS:GO1.00051.95
Valorant0.31451.95
Apex Legends1.00051.95
Overwatch 23.33351.95
Rainbow Six Siege1.10051.95

The in-game values look different because each game uses its own sensitivity scale. Matching cm/360 is a baseline for hip-fire, not a promise that ADS, scoped modes, FOV, or movement will feel identical.

How To Use It

  • Find your current cm/360 in the game where your aim feels most comfortable.
  • Use that physical distance as a target when converting to a new game.
  • After conversion, tune by feel in small steps because scoped and FOV settings may differ.

How To Measure cm/360 Manually

A calculator is faster, but a manual check is useful when a game has unusual settings or you want to validate your setup.

  • Place your mouse at a clear starting point on the mousepad and line up the in-game camera with a visible reference.
  • Move the mouse horizontally until your camera completes one full 360-degree turn.
  • Measure the mouse travel distance in centimeters.
  • Repeat the test two or three times and use the average if your measurements vary.
  • Keep acceleration and pointer settings consistent while comparing games.

Common Mistakes

  • Comparing raw in-game sensitivity values between games without accounting for yaw.
  • Using eDPI as a cross-game unit even though sensitivity scales differ.
  • Expecting hip-fire cm/360 to reproduce ADS or scoped behavior.
  • Changing DPI, in-game sensitivity, FOV, and acceleration at the same time.

Common Questions

Is lower cm/360 better?

No. Lower cm/360 is faster, but faster is not automatically better. The useful range depends on your game, role, desk space, and ability to make small corrections.

Can I use the same cm/360 in every game?

You can use the same cm/360 as a starting baseline, but FOV, ADS behavior, and movement speed can still make the result feel different.

How often should I change cm/360?

Change it only when you have a clear problem to solve, such as running out of mousepad or missing small corrections. Test small changes before replacing your whole setup.

What is the difference between cm/360 and eDPI?

cm/360 measures physical mouse travel for a full turn. eDPI multiplies DPI by in-game sensitivity and is most useful when comparing settings inside the same game.

Last reviewed: June 1, 2026.