How cm/360 Is Calculated
cm/360 is the physical distance your mouse travels across the pad to spin your character a full 360 degrees. It's the one sensitivity metric that's directly comparable across every game and every mouse, because it's measured in real centimeters, not an arbitrary in-game slider number. Here's the exact formula, worked through with a common CS2 setup:
DPI
800
Sensitivity
2.0
Yaw (CS2)
0.022
cm/360
26.0cm
Formula: cm/360 = (360 × 2.54) ÷ (Sensitivity × DPI × Yaw). At 800 DPI and 2.0 sensitivity in CS2 (Yaw 0.022), that's 914.4 ÷ 35.2 ≈ 26.0cm — a fairly common competitive setting.
| Factor | Formula |
|---|---|
| cm/360 | (360 × 2.54) ÷ (Sensitivity × DPI × Yaw) |
| in/360 | cm/360 ÷ 2.54 |
| Equivalent Sensitivity (Other Game) | (360 × 2.54) ÷ (cm/360 × DPI × Other Game's Yaw) |
One cm/360, Every Game's Matching Setting
This is what sets this tool apart from a simple eDPI number or a single game-to-game converter: once your real cm/360 is known, the exact same physical arm movement can be reproduced in any other game by solving the formula backwards for that game's own Yaw constant. Your results always include the matching sensitivity for every other catalogued title at once — no need to run the calculator again for each game.
Why this beats a raw eDPI comparison. eDPI (DPI × sensitivity) ignores each game's Yaw entirely, so the same eDPI number can mean wildly different physical distances in two different games. cm/360 fixes that by folding Yaw into the comparison directly.
Sensitivity Tier Reference
Your results carry one sensitivity tier badge, classified by your cm/360.
| cm/360 | Tier |
|---|---|
| Under 20cm | Low Sens (Pro Style) |
| 20cm – 39.9cm | Balanced |
| 40cm – 59.9cm | High Sens |
| 60cm+ | Very High Sens |