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In-Game Sensitivity Converter

Turn your DPI and in-game sensitivity into eDPI and a 360° turn distance. Pick a game or enter its yaw value, then press Convert.

Written and reviewed by SM Arijul Islam · Last reviewed · Editorial standards · Report an error

About the In-Game Sensitivity Converter

eDPI is DPI multiplied by in-game sensitivity. It lets you compare two players on the same game, but it does not compare across games, because each engine has a different yaw constant — the number of degrees the view turns per mouse count. A Valorant sensitivity of 0.4 is not the same as a CS2 sensitivity of 0.4.

The cm/360 figure is the physical distance you must move the mouse to turn a full circle. It is the portable measurement: if a CS2 player uses 52 cm/360, a Valorant player can match the feel by finding the sensitivity that produces the same distance. Use the game preset to load its yaw constant.

How the calculation works

  • eDPI = mouse DPI × in-game sensitivity.
  • Degrees per inch = DPI × sensitivity × yaw.
  • cm/360 = 360 ÷ (DPI × sensitivity × yaw) × 2.54.
  • in/360 = 360 ÷ (DPI × sensitivity × yaw).

Reference values

Yaw constants used by the presets
GameYaw (degrees/count)Typical eDPIcm/360 at 800 DPI
CS2 / CS:GO0.022800–1,20052–35 cm
Valorant0.070200–40073–36 cm
Apex Legends0.022800–1,60052–26 cm
Overwatch 20.00662,400–4,80058–29 cm
Customyour value——

Worked example: matching Valorant to CS2

At 800 DPI and 0.4 Valorant sensitivity, eDPI is 320. The yaw is 0.07° per count, so the mouse turns 800 × 0.4 × 0.07 = 22.4° per inch, or 40.8 cm per 360°. To match that in CS2 (yaw 0.022), the sensitivity is 22.4 ÷ (800 × 0.022) = 1.27.

That conversion is approximate because the games apply their yaw constants differently and may have acceleration or smoothing settings. Test the result in a practice range rather than trusting the number blindly. The cm/360 figure is the portable part; eDPI is not.

DPI, polling rate and mouse counts

A mouse reports counts, not centimetres. DPI — more accurately CPI, counts per inch — states how many counts the sensor produces per inch of movement, so 800 DPI and 0.4 in-game sensitivity produce 320 counts per 360°, the figure usually called eDPI. Changing DPI and sensitivity in opposite proportion leaves the turn distance unchanged but can alter smoothing and rounding.

Polling rate affects latency rather than distance: a 1,000 Hz mouse reports every millisecond, a 125 Hz mouse every eight. Higher polling reduces input lag but increases CPU load and, on wireless mice, battery drain. None of it changes the cm/360 figure, which remains the portable way to compare settings between games.

Frequently asked questions

Effective DPI: DPI × sensitivity. It normalises sensitivity within one game but not between games.
Mouse CPI can differ from the nominal DPI, in-game acceleration or smoothing may be on, and some games scale sensitivity with FOV.
Match cm/360, not eDPI. Measure a 360° turn in the first game, then adjust the second game's sensitivity until the same mouse distance produces a full turn.
No. eDPI uses only DPI and the game's sensitivity number; each game applies a different yaw constant. Use cm/360 for cross-game comparison.

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