DPI Calculator — Print & Screen Resolution
Calculate mouse eDPI (DPI × in-game sensitivity) and the centimetres your mouse travels per 360° turn, so you can compare or copy FPS sensitivity settings
DPI Calculator — Print & Screen Resolution
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Formula: eDPI = DPI × Sensitivity | cm/360° = 360 / (0.022 × eDPI) × 2.54
Worked example — eDPI 1,200 | 34.6 cm (13.6 in) per 360° — medium sensitivity
Formula
eDPI = DPI × Sensitivity | cm/360° = 360 / (0.022 × eDPI) × 2.54
Effective DPI (eDPI) multiplies the hardware DPI (sensor counts per inch) by the in-game sensitivity. At sensitivity 1, Source-engine games such as Counter-Strike rotate the view 0.022 degrees per mouse count, so a full turn needs 360 / (0.022 × eDPI) inches of mouse travel; multiply by 2.54 for centimetres. A lower cm/360 figure means a faster, twitchier setup; a higher figure means a slower, arm-aiming setup. Games that use a different yaw constant give a different distance for the same eDPI.
Worked Examples
Example 1: 800 DPI × 1.5 sensitivity
Problem:A player runs 800 DPI with an in-game sensitivity of 1.5 in a Source-engine game (0.022° per count). Find the eDPI and the mouse distance for a full turn.
Solution:eDPI = 800 × 1.5 = 1,200 Degrees per inch = 0.022 × 1,200 = 26.4° Inches per 360° = 360 / 26.4 = 13.64 in cm per 360° = 13.64 × 2.54 = 34.6 cm
Result:eDPI 1,200 | 34.6 cm (13.6 in) per 360° — medium sensitivity
Example 2: 400 DPI × 2.0 (classic low-sens setup)
Problem:A Counter-Strike player uses 400 DPI and sensitivity 2.0. How far must the mouse move for one full rotation?
Solution:eDPI = 400 × 2.0 = 800 Degrees per inch = 0.022 × 800 = 17.6° Inches per 360° = 360 / 17.6 = 20.45 in cm per 360° = 20.45 × 2.54 = 51.95 cm
Result:eDPI 800 | 52.0 cm per 360° — low sensitivity, arm aiming
Example 3: Matching a 1,600 DPI mouse to 52 cm/360
Problem:A player wants to keep 52 cm per 360° after switching to a 1,600 DPI mouse. What in-game sensitivity reproduces it?
Solution:Target eDPI for 52 cm: 360 × 2.54 / (0.022 × 52) = 799 ≈ 800 Sensitivity = eDPI / DPI = 800 / 1,600 = 0.5
Result:Set sensitivity 0.5 at 1,600 DPI (eDPI 800, 52 cm/360°)
Frequently Asked Questions
What DPI do pro gamers use?
Most FPS pros use 400-800 DPI with a low in-game sensitivity. In Counter-Strike the typical professional eDPI sits around 700-1,100, which at the 0.022 yaw constant works out to roughly 38-59 cm per 360° turn; a few players sit outside that band on either side.
What is eDPI and why is it useful for comparing sensitivities?
eDPI (effective DPI) is calculated by multiplying your mouse hardware DPI by your in-game sensitivity multiplier. It provides a single comparable number across players using different hardware and software settings. For example, a player using 400 DPI with 2.0 in-game sensitivity and another using 800 DPI with 1.0 sensitivity both have an eDPI of 800 and experience identical cursor movement per physical mouse movement. eDPI makes it easy to compare sensitivities between players and transfer settings between games.
How does cm per 360 degrees relate to aiming accuracy?
Cm per 360 degrees measures how far you physically move your mouse to rotate your in-game view one full rotation. Lower cm per 360 (like 20-30 cm) means high sensitivity with less hand movement needed for large turns, preferred for fast reflex flicks. Higher cm per 360 (like 60-80 cm) means low sensitivity with larger arm movements required, preferred for precise tracking and small adjustments. Most professional FPS players use 30-50 cm per 360 as a balance between reaction speed and precision, though individual preference and playstyle vary significantly.
Does higher mouse DPI always improve gaming performance?
Not necessarily. Higher DPI increases cursor movement per physical mouse movement but does not inherently improve accuracy. Most gaming mice perform virtually identically at 400 and 1600 DPI for normal gaming use. Using excessively high DPI such as 6400 or above can actually hurt performance because small involuntary hand tremors get amplified into larger cursor movements. The optimal approach is to find a DPI and in-game sensitivity combination that results in a comfortable eDPI — typically 400-1,600 for FPS games — that allows smooth cursor movement without requiring impractically large or tiny physical movements.
How does a game yaw constant affect converting sensitivity between titles?
Each engine turns one mouse count into a fixed number of degrees at sensitivity 1, a value usually called the yaw constant. The Quake and Source lineage uses 0.022 degrees per count, but other engines pick different constants or expose a 0 to 1 slider with no published figure, so the same eDPI does not produce the same turn in two games. The portable quantity is counts per full turn, which is 360 divided by the yaw constant times the in-game sensitivity.
What is polling rate and how does it differ from DPI?
DPI is spatial: the number of counts reported per inch of travel. Polling rate is temporal: how often the mouse reports to the host. 125 Hz means a report every 8 ms, 500 Hz every 2 ms and 1000 Hz every 1 ms, so a higher rate shaves a small and consistent slice off input latency and splits a fast flick into more samples instead of one large jump. It costs a little CPU and USB bandwidth, and it does not change how far the cursor travels.
Why are 400, 800 and 1600 DPI the conventional steps?
Older optical sensors tracked natively at a handful of fixed resolutions and derived everything between them by interpolation, which could introduce rounding artefacts, so players stayed on the native steps and those numbers became the community default. Most current sensors adjust in fine increments across their whole range, so the technical reason has largely disappeared. The convention survives because published professional configurations use those figures and because round numbers make eDPI arithmetic easy to do in your head.
How do Windows pointer settings interfere with in-game aim?
The Windows pointer speed slider scales counts before they reach the desktop cursor, and its sixth of eleven notches is the neutral one-to-one position; any other setting multiplies or divides your effective sensitivity. Enhance pointer precision is pointer acceleration: how far the cursor travels depends on how fast you moved it, so identical hand movements give different turns and muscle memory never settles. Most competitive titles read raw input and bypass both, but overlays and non-raw-input games do not.
Why do arm aiming and wrist aiming suit different sensitivities?
Wrist and finger movement covers a small area with fine control, so it pairs with a higher sensitivity where a short travel produces a large turn. Arm aiming pivots from the elbow and shoulder, giving a longer and steadier stroke that suits a lower sensitivity but needs the desk space to complete a full turn without lifting the mouse. Grip style follows: fingertip and claw grips lean towards wrist aim, palm grips towards arm aim. Choose a setting your dominant motion can finish in one stroke.
How is mouse DPI different from printer DPI and monitor PPI?
They share a name and measure unrelated things. Mouse DPI counts sensor reports per inch of movement across the desk. Printer DPI counts ink dots placed per inch on paper. Monitor PPI counts pixels per inch of panel and comes from dividing the diagonal pixel count by the diagonal in inches, so a 1920 by 1080 panel measuring 24 inches has a pixel diagonal near 2203 and therefore about 92 PPI. Only the first has anything to do with sensitivity.
References
Background & Theory
History
Reviewed for accuracy by Daniel Agrici, Founder & Lead Developer · Editorial policy
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