What is eDPI and why does every pro talk about it?
eDPI (effective DPI) is simply your mouse DPI multiplied by your in-game sensitivity — for example 800 DPI × 0.4 sens = 320 eDPI. It collapses two variables into one number so two players on different mice can compare the speed their crosshair actually moves on screen. The catch is that eDPI is only comparable inside the same game, because every engine has its own yaw multiplier. A Valorant eDPI of 320 and a CS2 eDPI of 320 produce wildly different cm/360. For cross-game comparison use cm/360 instead — that's what this converter solves for.
What is cm/360 and why is it the only number that matters?
cm/360 is the physical distance, in centimetres, your mouse must travel across the pad to rotate your in-game view a full 360 degrees. Unlike eDPI it is engine-agnostic — 30 cm/360 in Valorant rotates exactly the same arc as 30 cm/360 in CS2 or Apex. Pros target a consistent cm/360 across every title they play so muscle memory transfers cleanly. The converter at devicecheckonline.com/gaming/sensitivity locks cm/360 as the canonical reference and back-solves each game's sensitivity slider from there.
What's a good cm/360 for Valorant or CS2?
Modern tac-shooter pros mostly sit between 25 and 45 cm/360. Valorant median is roughly 35 cm/360 (Aspas, TenZ, Demon1 all land in 30–40). CS2 median is slightly lower at 28–35 cm/360 (s1mple, ZywOo, NiKo). Anything under 20 cm/360 (high sens) makes flicks easy but micro-adjust on long range almost impossible. Anything over 50 cm/360 (very low sens) gives surgical aim but you'll lift the mouse to turn. New players should start at 30 cm/360 and only change after 50+ hours. See /valorant and /cs2 for full pro lists.
Why do pros use such low sensitivity?
Lower sens means more centimetres of physical mouse travel per degree of in-game rotation. That stretches small muscle movements into small on-screen movements, which is exactly what you want for precise micro-adjustments at the moment of firing. Tac-shooters reward standing-still, one-tap accuracy over fast turning, so the trade-off favours low sens. In contrast, arena shooters (Quake, Apex movement-heavy play) and third-person games run higher sens because tracking and 180-flicks dominate. The 'low sens is better' rule is genre-specific, not universal.
How is the conversion math done?
Every engine defines a yaw multiplier — degrees rotated per mouse count at sens 1. Valorant uses 0.07°, CS2 and Source use 0.022°, Apex and Overwatch use 0.0066°, Fortnite scales with FOV. The full formula is cm/360 = 360 / (yaw × sensitivity × DPI / 2.54). The converter pivots through cm/360 as the canonical reference, so changing DPI doesn't drift the math — it just rebalances sensitivity to keep the same physical arc. Measure DPI accurately first at /mouse/dpi if you don't trust the sticker value.
Does DPI matter if my cm/360 stays the same?
For aim, almost not at all — 400 DPI at 0.8 sens and 1600 DPI at 0.2 sens produce identical cm/360 and feel identical in-game. What does change with DPI is sensor behaviour: very low DPI (under 400) starts to show angle-snapping and tracking artefacts on cheap sensors, while very high DPI (over 3200) amplifies hand tremor and surface noise. The modern sweet spot is 800–1600 DPI paired with whatever sensitivity slider produces your target cm/360. Polling rate (see /mouse/polling) matters more than DPI for latency.
Why does my Valorant sens feel different from CS2 even with the same cm/360?
Two reasons. First, FOV — Valorant defaults to 103° horizontal FOV, CS2 to 106.26°. A wider FOV makes the same angular rotation cover more screen pixels, so the cursor feels faster even at identical cm/360. Second, mouse smoothing and acceleration — Valorant applies a tiny amount of internal smoothing on some patches; CS2's sub-tick networking changes when your click is registered, which slightly alters the feel of micro-flicks. For pure muscle-memory transfer cm/360 is correct; the residual difference is engine personality.
Should I match cm/360 across every game I play?
If you play multiple FPS titles competitively, yes — locking cm/360 across Valorant, CS2, Apex, and Overwatch means one set of muscle memory works everywhere. If you swap genres often (e.g. tac-shooter to MMO to third-person), don't bother — different games reward different feels. A common pro pattern is one cm/360 for all tac-shooters (around 30 cm/360), a separate one for arena shooters (around 20 cm/360), and total freedom in casual play. Use this converter to set the baseline then save the per-game sens values.