
Why does cm/360 matter?
A sensitivity of 1 turns you a different amount in every game, because each engine uses its own yaw value. eDPI has the same problem. cm/360 measures the real hand movement, so it compares settings between games, players and mice.
How do you calculate cm/360?
cm/360 = 360 ÷ (yaw × sensitivity × DPI) × 2.54
Valorant at 0.4 sensitivity and 800 DPI is 360 ÷ (0.07 × 0.4 × 800) × 2.54 = 40.8 cm/360. The cm/360 calculator does this for any game.
What is a high or low cm/360?
| cm/360° | Sensitivity | Typical feel |
|---|---|---|
| Under 20 | Very high | Wrist aiming, fast turns, harder small corrections |
| 20–30 | High | Common in fast tracking games |
| 30–45 | Medium | A balanced starting point |
| 45–60 | Low | Arm aiming, precise flicks, needs a larger pad |
| Over 60 | Very low | Very precise, big arm movements to turn |
How big a mousepad do I need?
Turning 180° takes half your cm/360. At 40 cm/360 that is 20 cm of free pad, and at 60 cm/360 it is 30 cm, so low-sensitivity players usually need a large or extended pad.
cm/360 or inches/360?
Divide cm/360 by 2.54 to get inches/360: 40.8 cm/360 is 16.1 inches/360. To keep the same cm/360 when you switch games, use the sensitivity converter.
Frequently asked questions
Is cm/360 the same in every game?
Yes. The same cm/360 means the same hand movement for a full turn, whatever the game or DPI.
What cm/360 do pro players use?
It varies by game and player. Tactical shooters tend toward lower sensitivities (higher cm/360) than fast tracking games, but there is no single correct value.
Does FOV change cm/360?
No. cm/360 depends only on yaw, sensitivity and DPI. FOV changes how fast the picture appears to move, which can make the same cm/360 feel different.