What is eDPI?
eDPI stands for effective DPI. It is your mouse DPI multiplied by your in-game sensitivity, and it exists to solve one annoying problem: DPI and sensitivity numbers are meaningless on their own.
A player at 1600 DPI and 0.2 sensitivity and a player at 400 DPI and 0.8 sensitivity have identical aim feel — both play at 320 eDPI. Raw settings hide that; eDPI reveals it. That is why communities compare setups, and why pros list eDPI alongside their settings.
The formula
eDPI = DPI × sensitivity. 800 DPI × 0.4 = 320. 400 DPI × 0.8 = 320. Same eDPI, same centimetres per 360-degree turn, completely different settings menus.
What is a good eDPI?
There is no universal answer — games scale sensitivity differently — but pro ranges are a sane sanity check. Valorant professionals cluster around 200–400 eDPI; CS2 professionals around 600–1200. If you are far outside your game's band, the number tells you that much at least.
Why players talk in eDPI
Raw settings invite the wrong arguments: someone at 1600 DPI and 0.2 sens gets called a "high-sens player" by someone playing 400 and 0.8, when their aim is physically identical. eDPI ended those arguments by giving both players the same number — 320. Pro settings listings publish eDPI for exactly this reason, and communities compare setups through it because one number settles the question "do we aim the same?"
Two common mistakes
First: comparing eDPI across games. Valorant 320 and CS2 320 are completely different aim feels — games scale sensitivity differently, so eDPI only means something inside one game. Cross-game comparisons need cm/360. Second: chasing a pro's eDPI without their DPI. 320 eDPI at 800 DPI and 320 eDPI at 1600 DPI feel similar but not identical — sensor smoothing and pixel skipping behave differently at extreme DPI steps. When copying a pro, copy the full setup: their DPI and their sensitivity.
eDPI vs cm/360
cm/360 — the real distance your mouse travels for a full turn — is the physical truth under every sensitivity number. eDPI is the quick comparison; cm/360 is the measurement that survives game-to-game conversion. Our converter (coming in the launch wave) computes both.