What is mouse sensitivity?
Mouse sensitivity controls how far the view moves in response to mouse input. Hardware DPI describes the counts reported by the mouse for physical movement, while an in-game sensitivity value applies the game's own scale. Two games can use the same number but produce different turns because their internal degrees-per-count constants differ.
This calculator keeps those parts separate. It never assumes that a sensitivity number has the same meaning in every title. The initial built-in game list is intentionally small and limited to published source-code evidence. The listed presets currently use the same default yaw scale, so a conversion between them preserves the numerical sensitivity; the eDPI and cm/360 results remain useful for comparing physical settings.
What is eDPI and how do I calculate it?
eDPI is hardware DPI multiplied by the in-game sensitivity value. For example, 800 DPI with sensitivity 2 produces 1,600 eDPI. It is a compact way to compare settings within games that share the same sensitivity scale, but it is not a universal physical measurement across unrelated engines.
Acceleration, raw-input behaviour, operating-system settings and game-specific scaling can all affect the relationship between movement and view rotation. Use eDPI as one part of a settings record, not proof that two different games will feel identical.
What is cm/360?
Centimetres per 360, written cm/360, estimates the physical mouse travel needed for one complete horizontal turn. The calculation uses DPI, sensitivity and the selected game's verified degrees-per-count value: 360 degrees multiplied by 2.54 centimetres per inch, divided by DPI, sensitivity and degrees per count.
A larger cm/360 means more physical travel for a full turn; a smaller result means less travel. This is a physical-distance estimate for unaccelerated horizontal input. Measure an actual turn in the game when precision matters, especially if acceleration or additional multipliers are enabled.
How does a sensitivity converter work?
For supported games, the converter preserves the same degrees per mouse count. It multiplies the source sensitivity by the source degrees-per-count constant and divides by the target constant. A game is included only when its input scale is backed by a reliable technical or open-source reference. Games without sufficiently confident constants are omitted rather than approximated.
Why can converted sensitivity still feel different?
Field of view changes apparent motion on screen. Scoped sensitivity, acceleration, frame timing, input smoothing, resolution scaling and the game's camera implementation can also change perception. A mathematically matched horizontal turn therefore may not feel identical. Use the converted value as a careful starting point, verify it in a safe practice area, and adjust for comfort.
The calculator runs locally and does not send DPI, sensitivity or selected games through analytics. Results are informational and no setting is saved automatically.