cm/360 Calculator – Mouse cm per 360° Turn

cm/360 is the physical mouse distance for a full 360° turn in a game — the one sensitivity number that is directly comparable across games.

Calculate cm/360

cm / 360°
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in / 360°
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Counts per 360°
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eDPI
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The cm/360 formula

cm/360 = (360 ÷ (yaw per count × sensitivity × DPI)) × 2.54

Each game has a yaw constant: the degrees of rotation per mouse count at sensitivity 1. Worked example (Valorant, 800 DPI, 0.5 sens): 360 ÷ (0.07 × 0.5 × 800) = 360 ÷ 28 = 12.857 inches × 2.54 ≈ 32.66 cm per 360°.

Yaw values used

Valorant 0.07°/count · CS2 / CS:GO 0.022°/count · Apex Legends 0.022°/count · Overwatch 2 0.0066°/count · Fortnite 0.005555° per 1% slider · Rainbow Six Siege 0.00572958°/count · Rust 0.1125°/count. Each value was verified against at least two independent sources. Values are for default FOV/zoom states — scoped and ADS sensitivities scale differently.

Frequently asked questions

What is cm/360?

cm/360 is the physical distance you must move your mouse to rotate 360 degrees in a game. Unlike eDPI, it is directly comparable across games because it describes real-world hand movement.

How is cm/360 calculated?

cm/360 = (360 ÷ (yaw per count × sensitivity × DPI)) × 2.54. The yaw constant is the game's degrees of rotation per mouse count at sensitivity 1.

What is a good cm/360 for FPS games?

Common competitive ranges: Valorant/CS2 players often sit between 25–55 cm/360, with lower (faster) values for entry fraggers and higher (slower) values for precision-focused players. There is no universally correct value.

Does cm/360 change with FOV?

Yes. The yaw values used here are for default/hipfire states at standard FOV. Changing FOV or aiming down sights changes the effective turn distance, since the same rotation covers a different view.

What is the difference between cm/360 and eDPI?

eDPI only compares sensitivities within the same game. cm/360 converts to real hand movement, so it works across games — two setups with the same cm/360 feel the same in terms of physical movement.

Why do two calculators give different cm/360 for the same settings?

Usually because of different yaw values, FOV assumptions, or unit handling (Fortnite's percent slider is the classic trap). This site's yaw table is sourced and its formula is published so you can check.

Can I use cm/360 to switch games without relearning aim?

That's its main use. Match your cm/360 in the new game with the sensitivity converter and your muscle memory transfers directly.