eDPI Calculator

This eDPI calculator multiplies your mouse DPI by your in-game sensitivity to give your effective DPI, the number FPS players use to compare how fast their aim really is. DPI alone tells you nothing, because a player on 1600 DPI with a 0.175 sensitivity turns exactly as fast as a player on 400 DPI with 0.7: both work out to 280 eDPI. That is why every discussion of pro settings quotes eDPI rather than either raw number. The calculator also converts your settings into cm per 360, the physical distance you have to move the mouse across the pad to spin a full circle in game. This is the most honest measure of sensitivity because it is hardware independent: it describes your hand, not your software. The conversion here uses the 0.022 degree yaw of Source-style engines, so it applies directly to CS2, CS:GO and Valorant-style shooters; other engines use different yaw values and will differ slightly. Finally, the calculator shows the sensitivity that gives an identical feel at 400 and 1600 DPI, handy when you change mouse or want a cleaner DPI step. For reference, most Counter-Strike professionals sit between about 600 and 1200 eDPI.

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DPI
280
effective DPI (DPI x sensitivity)
cm per 360148.4 cm
Same feel at 400 DPI0.7
Same feel at 1600 DPI0.175

cm per 360 assumes the Source-engine yaw of 0.022 degrees per count, as used by CS2 and Valorant-style games. Other engines use different yaw values, so the physical distance differs between games at the same eDPI.

How it works

eDPI is simply DPI multiplied by in-game sensitivity. Because the game multiplies every mouse count by your sensitivity before turning it into rotation, the product is all that matters: halve your DPI and double your sensitivity and nothing changes. The cm per 360 figure comes from the engine's yaw value, the number of degrees one mouse count turns you. In Source-style engines that is 0.022 degrees times your sensitivity, so a full 360 takes 360 / (0.022 x DPI x sensitivity) inches of mouse travel, and multiplying by 2.54 converts to centimetres. The equivalent sensitivities are your eDPI divided by 400 and by 1600, giving the exact setting that reproduces your aim feel at those common DPI steps. Windows pointer speed and raw input do not enter these formulas, but turn raw input on in game so the operating system cannot distort the counts.

Worked example

Take the defaults: a mouse at 800 DPI and an in-game sensitivity of 0.35. Your eDPI is 800 x 0.35 = 280, which sits in the low, precise part of the range; many CS professionals play between 600 and 1200 eDPI. A full turn needs 360 / (0.022 x 280) = 58.44 inches of mouse travel, and 58.44 x 2.54 = 148.4 cm per 360, a very low sensitivity that relies on big arm sweeps and a large pad. If you buy a mouse you want to run at 400 DPI, set the sensitivity to 280 / 400 = 0.7 and your aim will feel identical; at 1600 DPI the matching sensitivity is 280 / 1600 = 0.175. Nothing about your muscle memory changes, because the eDPI, and therefore the cm per 360, stays exactly the same.

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