What is cm/360?

cm/360is the physical distance — in centimeters — that your mouse must travel across the pad to rotate your view a full 360 degrees. It is the only sensitivity measure that means the same thing in every game, because it describes what physically happens on your desk rather than a number inside a game's settings file.

Why it matters

In-game sensitivity numbers are arbitrary. Valorant's 0.4, CS2's 1.27 and Overwatch 2's 4.24 are three completely different numbers that produce the identicalaim feel — all are a 40.8 cm/360 at 800 DPI. When players say a converter "works", what they mean is that cm/360 stayed the same after converting. It is the ground truth that makes comparisons — and conversions — possible at all.

The formula

cm/360 = (2.54 × 360) ÷ (DPI × yaw × sensitivity). The yawis each game's degrees-per-count constant: 0.07 for Valorant, 0.022 for CS2 and Apex, 0.0066 for Overwatch 2. Example: 800 DPI, 0.4 Valorant sens → (2.54 × 360) ÷ (800 × 0.07 × 0.4) = 40.8 cm per full turn.

Typical values

Most competitive professionals land between 25 and 55 cm/360. Wrist-aimers tend toward the low 20s, pure arm-aimers above 50. If your number is below ~15 cm you will struggle with precision at range; above ~70 cm you may run out of mousepad on wide flicks. Consistency within your range matters more than the exact value.

Measure it physically

You can verify the math without trusting it: mark your pad, place your crosshair on a fixed point, and slide the mouse until you have turned exactly 360° — the distance between marks is your real cm/360. Our converter shows the computed value on both sides of every conversion, and they always match.

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