The formula and units
cm/360 = (360 × 2.54) / (DPI × sensitivity × yaw)
- DPI: device counts per inch, often called CPI. Use your configured value; nominal DPI may differ from the physical distance actually tracked.
- Sensitivity: the numeric, unitless multiplier in this linear model, not an unspecified slider percentage.
- Yaw: degrees of horizontal rotation per device count at sensitivity 1, for your exact game version and aiming configuration. Use current primary documentation or source code. No named game presets are supplied here.
The denominator is degrees per inch. Dividing 360 degrees by it gives inches for a full turn; multiply by 2.54 to convert inches to centimeters. The NIST length reference defines one inch as exactly 25.4 mm (2.54 cm). That conversion is exact; your settings and the model may not be.
Arithmetic example, not a game preset: 1000 DPI × 2 sensitivity × 0.05 degrees/count = 100 degrees/inch. A full turn needs 3.6 inches, or 9.144 cm. The display reads 9.14400 cm/360 after rounding to six significant figures; those trailing zeros do not imply calibrated precision.
Calculation uses unrounded JavaScript floating-point numbers. Inputs, multiplication steps and the result must stay in the normal positive finite numeric range; extreme overflow or underflow is an error, not a zero-distance result. Scientific notation keeps tiny valid results visible. An unknown yaw coefficient means the distance is unknown, not that a default should be assumed.
Where the linear model stops
- Raw input and acceleration: the calculation assumes a constant angle per device count. Game acceleration, smoothing or a non-linear sensitivity mapping can invalidate that assumption. If the game does not use raw input, OS pointer speed and acceleration may also intervene. Check the game's input path; this page cannot inspect it.
- ADS and scopes: zoom modes can apply separate multipliers or different yaw behavior. A hip-fire coefficient is not automatically an ADS coefficient. Calculate only one documented configuration at a time.
- FOV and feel: field of view changes how a turn looks on screen. It does not enter this angular-distance formula when yaw stays fixed. Equal cm/360 does not guarantee equal screen-space motion, comfort or aiming performance.
- eDPI is not universal: DPI × sensitivity only compares angular distance when the yaw and linear input model are the same. Equal eDPI in different games can produce different cm/360. This is not a cross-game equivalence or sensitivity-finder tool.
- Browser pixels are not a ruler: MDN documents differing movementX units across browsers and operating systems. Pointer Lock and unadjusted movement have support and input-path limits; they do not automatically reveal calibrated DPI. This calculator collects no pointer motion.
Verify in game with a ruler
- Open a safe practice area. Record the game version, DPI, sensitivity, yaw source, raw-input state, acceleration and zoom mode. Keep these unchanged.
- Face a fixed landmark, keep the view level and mark the mouse's starting position beside a physical ruler. Use the same reference point on the mouse at the start and finish.
- Move horizontally without lifting until the view has turned exactly once back to that landmark. Measure the travel in centimeters. If desk space is limited, use a known 180° turn and double the distance, only under the same linear-model assumptions.
- Repeat several times at comfortable slow and faster speeds. Overshoot, lifting, ruler alignment and an uncertain turn angle introduce error. Compare the spread, not just the closest attempt.
- If the repeatable physical distance differs, revisit nominal DPI, the coefficient, hidden multipliers and acceleration. Do not replace the measurement with the calculator's answer or assume the browser calibrated your hardware.
Take the settings into deliberate practice
Keep a note of the configuration you actually verified and change one setting at a time. The mouse hardware and settings guide separates polling and click delay from sensitivity. Reaction time is not aim speed: detection, movement and stopping accuracy are different parts of the task.
Open the visual reaction test setup for a separate simple-response baseline, or choose a drill in Arena. Nothing starts from this calculator. Arena uses its own controls; this page does not apply or match a sensitivity there, modify scores, or guarantee transfer to an FPS game.
The formula is a dimensional derivation, not a physical sensitivity calibration or latency test. The linked NIST and MDN references support units and browser limitations, not any game coefficient. See how we measure for the separate test and Arena boundaries.