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cm/360 Explained — The Only Sens Metric That Matters Across Games

cm/360 is the universal sensitivity metric — the only one that survives between games. Here is what it means and how to use it.

6 min read·Updated April 27, 2026

eDPI is great inside one game. But the moment you switch from CS2 to Valorant, eDPI lies — the games use different engine constants, and the same eDPI feels 3× faster in one than the other. cm/360 is the metric that does not lie.

The definition

cm/360 is how many centimeters of mousepad you have to sweep to rotate your in-game view by a full 360°. The smaller the number, the higher your effective sens; the larger, the lower.

cm/360 = 2.54 × 360 ÷ (DPI × yaw × in-game sensitivity)

The 2.54 converts inches to centimeters. The 360 is the rotation in degrees. yaw is the engine constant (CS2 uses 0.022, Valorant 0.07, Overwatch 2 0.0066). The denominator is how many degrees you rotate per inch of mouse travel — invert and rescale and you get cm per full turn.

Why cm/360 beats eDPI

eDPI is sensitivity × DPI. It tells you nothing about how the game translates that input into rotation. CS2 eDPI 1000 makes you rotate at 22 degrees per inch (at 1000 DPI). Valorant eDPI 1000 rotates 70 degrees per inch — over 3× faster. Pure eDPI cannot capture this.

cm/360 normalizes the engine math. A cm/360 of 30 means 30 centimeters of mousepad per full rotation no matter the game. Your hand learns "30 cm = 360°" and that physical mapping survives any sens or DPI tweak.

Typical pro cm/360 ranges

cm/360 ranges across pro FPS (2026)
Stylecm/360Best for
Aggressive / wrist20–30 cmFast flicks, close-range duels
Hybrid30–40 cmMost CS2 riflers, Valorant duelists
Precision / arm40–55 cmAWPers, snipers, deliberate aim
Ultra-low / arm-only55+ cmPure precision, niche pros, OW2 tanks

Most CS2 pros sit around 35–55 cm/360. Valorant duelists cluster tighter at 30–45 cm/360. Apex players are all over the place because the game rewards both styles. Overwatch 2 tanks who hold long beams sometimes go ultra-low (60+ cm/360).

How to measure yours

  1. In-game: stand still, place a small marker at the edge of your mousepad where the bottom of your mouse is.
  2. Note where on your screen you are aiming (e.g. a specific texture, a spawn marker).
  3. Move your mouse all the way across the pad (note where it ends).
  4. Read how far the camera rotated — typically half a turn or full turn at most pro sens.
  5. Measure the distance traveled in cm. If you went 360° in 30 cm, your cm/360 is 30. If you went 180°, double it: 60 / 2 = 30.

You can also use the formula above with your DPI, sens, and your game's yaw constant. The CS2 / Apex constant is 0.022, Valorant is 0.07, Overwatch 2 is 0.0066, Warzone is 0.0066, Fortnite is 0.005555 (with sens entered as a percentage), R6 Siege is 0.00573.

cm/360 across games

When you switch games, your eDPI changes but your cm/360 should stay constant. That is what "muscle memory" means physically. To preserve it:

  • Keep your DPI fixed (most pros stick to 400 or 800 across all games).
  • Use a sensitivity converter to find the new game's sens that produces the same cm/360.
  • Verify with a measure-test before grinding.

Any decent converter (including ours) shows you cm/360 on both sides of the conversion. If those match, you are good.

Common pitfalls

Wrong yaw constant

Some online calculators silently use outdated yaw values for games that have been patched. Apex briefly changed its sens math in 2020; CS:GO/CS2 changed nothing. If you get a cm/360 that disagrees with your in-game test by more than 5%, the calculator's yaw is wrong. Re-measure manually.

FOV and ADS confusion

cm/360 is for hip-fire only. Aim-down-sights (ADS) and scoped sensitivities have separate multipliers in every game. Two players with identical hip-fire cm/360 can have completely different scope feels because their ADS sliders differ. Tune ADS as a separate variable after locking in hip-fire.

Wrist vs arm grip

Same cm/360 will feel different on a tall wrist player vs a low-grip arm player because their absolute mouse travel differs. cm/360 captures the in-game math, not the ergonomics. Find a value that lets your dominant grip do most of the rotation comfortably.

Quick cm/360 reference

cm/360 of selected top pros (April 2026, 800 DPI normalized)
PlayerGamecm/360
ZywOoCS251.9 cm
donkCS241.5 cm
ropzCS258.7 cm
NiKoCS274.1 cm
TenZValorant42.1 cm
aspasValorant32.6 cm
Demon1Valorant36.3 cm

Frequently Asked Questions

Put it into practice

Convert your sens with the math from this guide

Open the multi-game sensitivity converter and see your eDPI and cm/360 update live as you tweak the inputs.