What next?
eDPI makes sensitivities comparable. These convert and apply it.
What your result means
eDPI is your mouse DPI multiplied by your in-game sensitivity. It exists because neither number means anything alone — 400 DPI at sensitivity 2 and 1600 DPI at sensitivity 0.5 are the same aim speed — and it is the figure pro settings lists quote. Its limit is that it takes no account of the engine, so it only compares players in one game. Distance for a full 360° turn has no such limit: it is a physical measurement, so it compares any two setups in any two games, and it is what to use when you want to know whether someone actually aims faster than you.
Why this one is different
Sensitivity is reported as the distance your hand travels for a full turn — centimetres and inches for 360 degrees — rather than as a number that only means something inside one game. Degrees per inch sits alongside it, and a banding line says where that lands against the range competitive players actually use.
An eDPI of 3,200 is slow in Overwatch and very fast in Valorant
eDPI folds two numbers into one and stops there. It never touches the engine’s yaw, so identical eDPI in two games gives completely different turn speeds. Overwatch 2’s yaw is 0.0066 against Valorant’s 0.07 — more than ten times smaller — which is why Overwatch players quote eDPI in the thousands and Valorant players in the hundreds while moving their hands the same distance.
This trips people up constantly when they read a pro settings list for a game they do not play. If you want a comparison that survives crossing games, use cm/360: it is centimetres of mat, and a centimetre is a centimetre everywhere. Convert the sensitivity itself with the sensitivity converter.
How it works
eDPI is a straight multiplication: DPI × sensitivity. The turn distance takes one more step. A 360° rotation is 360 degrees; each mouse count turns you by the game’s yaw multiplied by your sensitivity; and your mouse produces DPI counts per inch of movement. Divide the degrees by the degrees-per-inch and you have inches per full turn, and multiplying by 2.54 puts it in centimetres.
How to use this calculator
- Enter your mouse DPI — from your mouse software, not a guess. Many mice ship at 1600 rather than 800.
- Enter your in-game sensitivity exactly as the game shows it.
- Pick the game, which supplies the yaw needed for the turn distance. eDPI itself does not depend on it.
- Compare the cm/360 figure, not the eDPI, if you are looking at settings from a different game.
Formula
DPI = mouse counts per inch of movement, yaw = degrees the view turns per count at sensitivity 1.0, 914.4 = 360 degrees × 2.54 centimetres per inch.
Example calculation
A Valorant player at 800 DPI and 0.35 sensitivity:
Degrees per inch = 800 × 0.35 × 0.07 = 19.6°
360° turn = 914.4 ÷ 19.6 = 46.65 cm
That is 18.37 inches of mat per full rotation
280 eDPI is a fairly typical Valorant figure. The same 46.65 cm turn in Overwatch 2 would read as 2,970 eDPI — same hand movement, a number ten times larger.
Frequently asked questions
What eDPI should I use?+
There is no correct answer, and anyone who gives you one is guessing. Most competitive players sit between roughly 20 and 50 cm per 360°, which is a wide band containing professionals at both ends. Pick something in it, then leave it alone long enough to actually learn it — consistency beats optimisation here by a wide margin.
Why do pro settings lists quote eDPI instead of sensitivity?+
Because sensitivity alone is meaningless without the DPI it sits on. A pro on 0.5 sensitivity could be aiming at half or double your speed depending on their mouse. Multiplying the two removes the hardware from the comparison, which is exactly what a settings list needs — as long as everyone in it plays the same game.
Does Windows pointer speed affect my eDPI?+
It should not, and if it does something is misconfigured. Set the Windows pointer speed slider to the middle notch (6 of 11) and turn off enhanced pointer precision. Anything else adds a multiplier or acceleration on top of your DPI that no calculator can account for, and it makes the same hand movement produce different rotations depending on how fast you moved.
Is a higher DPI better than a higher sensitivity?+
Above about 800 DPI the difference is largely theoretical for aim, though very low DPI (under 400) can produce visible pixel skipping on a high-resolution monitor. The practical advice is to sit at 800 or 1600 and do your adjusting with the in-game number, which has far finer granularity.
Why is my cm/360 different from another calculator?+
Almost always a different yaw value, or a game that has changed its input handling since the other tool was built. Check the game and the date on both. The other likely cause is a game with a sensitivity slider rather than a raw multiplier, where the displayed number is not the value the engine uses.
Related calculators
Assumptions & limitations
Every figure here comes from a simplified model. Keep these limits in mind when reading your result:
- Hipfire sensitivity, with in-game acceleration and smoothing off and Windows enhanced pointer precision disabled.
- eDPI is comparable only within a single game. The banding shown is based on cm/360, which is comparable everywhere.
- Assumes the mouse reports its nominal DPI. Cheap sensors can be several percent out, and some mice interpolate rather than reporting true steps.
- Yaw values are engine constants measured at the date below and can change with a patch.
- The bandings are descriptive, not recommendations. Professionals play well at every point on the scale.