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eDPI calculator

Convert DPI and sensitivity into eDPI and into centimeters of mousepad per turn.

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eDPI

eDPI

800

DPI × sensitivity

For a 360° turn

52.0cm

of mousepad, in this game

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How the test works

eDPI is your real mouse sensitivity: the DPI multiplied by the in-game sensitivity. It lets you compare two players’ aim fairly, since someone on 400 DPI with sensitivity 2 has exactly the same real sensitivity as someone on 800 DPI with sensitivity 1.

How the calculation works

  • eDPI is a straight multiplication: mouse DPI × the sensitivity set in the game. No rounding, no adjustment.
  • Centimeters per 360° use each game’s rotation coefficient — how far the character turns per unit of mouse movement. That value is public and has been stable for years in every engine.
  • The math is: 360 divided by the coefficient times the sensitivity gives the mouse counts needed; that number divided by the DPI and converted from inches to centimeters.
  • Nothing is sent to a server. It is arithmetic running in your browser.

How to read the numbers

  • Under 20 cm/360°: high sensitivity. Favors fast turns and reaction, makes precise aim at range harder. Common in fast-movement games.
  • Between 20 and 40 cm/360°: the range where most professional tactical FPS players sit. Balances turning and precision.
  • Above 40 cm/360°: low sensitivity. Very steady aim, but it needs a large mousepad and desk space.
  • There is no right number. What exists is consistency: any sensitivity feels good after weeks of use, and changing it all the time is what really hurts.
  • To compare across different games, use cm/360°, never eDPI.

Where the math stops

  • eDPI only compares within the same game. Each engine counts sensitivity on its own scale: 800 eDPI in CS2 and 800 in Apex do not produce the same turn.
  • The DPI shown in the mouse software is not always the real DPI. Sensors have manufacturing variance, and some models deliver a few percent more or less.
  • Windows pointer acceleration, if enabled, breaks the relationship: the same physical distance starts producing different turns depending on how fast you move.
  • Scoped aim, ADS and vehicle sensitivity use their own multipliers that are not part of this calculation.
  • Raw input settings and the game’s polling can slightly change the practical result.

Common problems

What eDPI do pros use?

In CS2 and Valorant most sit between 600 and 1000 eDPI, which works out to roughly 25 to 45 cm for a 360° turn. But there are pros outside that range playing very well. Consistency is worth more than copying someone else’s number.

I switched games and my aim feels off. How do I convert?

Calculate your cm/360° in the old game, then adjust the sensitivity in the new game until you reach the same cm/360°. That measure, not eDPI, is what preserves muscle memory between games.

Is high DPI with low sensitivity better, or the other way around?

For the same eDPI, the practical difference is small on modern sensors. The common recommendation is to stay between 800 and 1600 DPI and tune with the in-game sensitivity — it avoids both the rounding of very low DPI and the noise of very high DPI.

My aim is shaky even with the right eDPI.

Check that Windows pointer acceleration is off and that the game is using raw mouse input. Beyond that, shakiness also shows up when FPS fluctuates or when there is input lag — in those cases the problem is not the sensitivity.

What next?

Did the test find something odd?

A dialed-in sensitivity does not fix bad aim if the PC delivers the movement late. Pointer acceleration left on, the GPU frame queue and DPC latency hurt more than any eDPI number — and all of them are system tuning.