What Is cm/360 in Gaming?
cm/360 is the distance, in centimetres, that you must move your mouse to rotate your in-game view a full 360 degrees. Unlike sensitivity numbers and eDPI, which are game-specific, cm/360 is a physical measurement: you can put a ruler on your mousepad and check it. That physicality is what makes it the fair way to compare sensitivity across games and across players.
The formula
cm/360 = (360 × 2.54) / (DPI × Sensitivity × Yaw)
The numerator, 360 × 2.54 = 914.4, converts a full turn (360 degrees) into centimetres of mouse travel at one degree per unit. The denominator is your effective rotation per inch of mouse movement: DPI counts per inch, times sensitivity, times yaw (the game’s rotation per count at sensitivity 1).
Yaw differs between games, which is exactly why cm/360 is needed. Community-documented yaw values (not official publisher specifications, cross-checked 2026-10-25) include:
| Game | Yaw (degrees per count) |
|---|---|
| CS2, Apex Legends | 0.022 |
| Valorant | 0.07 |
| Overwatch 2, Call of Duty | 0.0066 |
| Fortnite | 0.005555 per % point |
| Rainbow Six Siege | 0.00572958 |
Worked examples
CS2 at 800 DPI, sensitivity 1.0
cm/360 = 914.4 / (800 × 1.0 × 0.022) = 914.4 / 17.6 ≈ 51.95 cm
Valorant at 800 DPI, sensitivity 0.35
cm/360 = 914.4 / (800 × 0.35 × 0.07) = 914.4 / 19.6 ≈ 46.65 cm
These two players have similar physical sensitivity despite completely different sensitivity numbers (1.0 vs 0.35) — because the games’ yaw values differ. This is the whole point: sensitivity numbers lie across games; centimetres do not.
The same feel, different DPI
CS2 at 1600 DPI, sensitivity 0.5: cm/360 = 914.4 / (1600 × 0.5 × 0.022) = 914.4 / 17.6 ≈ 51.95 cm — identical to the 800 DPI setup, because DPI × sensitivity is unchanged. cm/360, like eDPI, is preserved when you trade DPI against sensitivity within one game. Unlike eDPI, it is also preserved across games when you convert properly.
Converting a setting between games
Suppose you like 46.65 cm/360 in Valorant (800 DPI, 0.35) and want the same feel in CS2 at 800 DPI. Rearrange the formula:
Sensitivity = 914.4 / (cm/360 × DPI × yaw)
CS2 sensitivity = 914.4 / (46.65 × 800 × 0.022) = 914.4 / 821.04 ≈ 1.11
So Valorant 0.35 at 800 DPI feels like CS2 1.11 at 800 DPI — not CS2 0.35, which would give 914.4 / (800 × 0.35 × 0.022) ≈ 148.4 cm/360, more than three times slower. The Sensitivity Converter performs this conversion for any pair of games, and the cm/360 Calculator shows a mousepad indicator so you can see whether the distance fits your pad.
What different cm/360 values feel like
Many players use roughly 25–50 cm/360, but the range is wide and personal. In general:
| cm/360 | Feel | Trade-off |
|---|---|---|
| Under 25 cm | Very fast | Quick flicks, but fine aiming is twitchy and small hand tremors become large movements |
| 25–40 cm | Fast to medium | Good balance for fast-paced games; fits most mousepads |
| 40–60 cm | Medium to slow | Precise tracking, needs arm movement and a larger pad |
| Over 60 cm | Very slow | Extremely precise micro-aim, but 180-degree turns need big arm swings and frequent lifting |
Lower values mean faster flicks with less arm movement; higher values mean slower, more precise aiming that needs more mousepad space. There is no universally best value — comfort, consistency, game pace and available space matter more than copying a pro’s number. A fast arena shooter rewards lower cm/360; a slow tactical shooter rewards higher cm/360. Many players also use different cm/360 values for different games, deliberately.
cm/360 and your mousepad
Your cm/360 must fit your physical setup, or it will not work in practice:
- A 52 cm/360 on a 40 cm wide mousepad means you cannot complete a full turn without lifting the mouse and repositioning — which breaks tracking in the middle of a turn.
- A 30 cm/360 on the same pad fits comfortably, with room for the mouse itself (which occupies several centimetres of that width).
- Arm vs wrist aiming matters too: wrist aimers naturally suit lower cm/360 (less movement), while arm aimers suit higher cm/360 (bigger, smoother movements).
Measure your usable pad width (total width minus the space your mouse and hand occupy at rest) and compare it with your cm/360. If cm/360 exceeds usable width by a lot, either lower your sensitivity (raising cm/360 further is the wrong direction — you need a smaller cm/360, i.e. faster turning) or get a wider pad. The direction confuses people: to fit a turn on a smaller pad, you need fewer centimetres per turn, which means higher sensitivity.
cm/360 vs eDPI: when to use which
| Question | Use |
|---|---|
| How fast do I turn in this one game? | eDPI (within that game) |
| How does my sensitivity compare with another game or player? | cm/360 |
| Will this setting fit my mousepad? | cm/360 |
| What sensitivity should I use in a new game? | Convert your cm/360 |
eDPI is convenient within a game; cm/360 is the transferable truth across games. Players who switch games regularly should think in cm/360 and convert, rather than memorising a different sensitivity number per game.
Common mistakes
- Copying sensitivity numbers across games. Valorant 0.35 and CS2 0.35 are wildly different feels. Always convert through cm/360.
- Forgetting yaw. Any conversion that ignores yaw is wrong. Fortnite’s yaw is per percentage point, not per unit sensitivity, so its numbers need special care — the converter handles this, but a hand calculation must use 0.005555 per % point.
- Ignoring ADS multipliers. cm/360 as calculated here describes hip-fire turning. Aiming down sights or scoping usually applies a separate multiplier in most games, so scoped cm/360 differs. This site’s calculators model hip-fire only, and say so on each game page.
- Chasing a pro’s cm/360 exactly. Pros’ settings reflect their grip, arm length, pad size, role and years of muscle memory. Use their range as a starting zone, tune by feel, and give any change a week before judging it.
Frequently asked questions
How do I measure my cm/360 in real life?
Mark a starting point on your pad, move the mouse in a straight line until your view has rotated exactly 360 degrees (use a fixed landmark in game), and measure the distance. Compare it with the calculated value — if they differ significantly, your game’s input mode or an ADS multiplier may be interfering, or your DPI stage may not be the one you think it is.
Is a lower cm/360 better for aiming?
Not universally. Lower cm/360 (faster turning) helps flicks and close-quarters reactions but makes fine tracking harder. Higher cm/360 helps precision but costs speed and space. Most players land between 25 and 50 cm/360, tuned to their game and their arm.
Does cm/360 work for all games?
It works for games whose sensitivity model follows the yaw formula above, which covers the major shooters on this site (Valorant, CS2, Overwatch 2, Apex, Fortnite, Call of Duty, Siege). Games with non-standard acceleration, different vertical/horizontal scaling, or heavily modified sensitivity curves may not follow it exactly — in those cases, treat cm/360 as an approximation and verify by feel.
What if my cm/360 is larger than my mousepad?
Either increase sensitivity (which lowers cm/360) until a full turn fits your usable pad width, or get a wider pad, or accept lifting and repositioning mid-turn. Do not just live with it unknowingly — it is one of the most common hidden causes of inconsistent aim.
Try it: cm/360 Calculator · Sensitivity Converter · Valorant Sensitivity Calculator