cm/360 Calculator
Find the exact physical distance your mouse travels for a full 360° turn in any of 13 FPS games, and check it against your mousepad before you blame your aim.
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cm/360 calculator tool
How cm/360 is calculated
cm/360 = 360 ÷ (sensitivity × DPI × yaw) × 2.54
The numerator (360) is one full rotation; the denominator converts your mouse movement into degrees rotated, and 2.54 converts inches to centimetres. Invert it and you get the formula used by the sensitivity converter to match your aim across games.
Mousepad coverage reference
| cm/360 | Example setting (CS2 / 800 DPI) | Mousepad need |
|---|---|---|
| 20 cm | ~2.60 sens | Small pad (25×21 cm) is enough, standard office pad |
| 30 cm | ~1.73 sens | Medium pad (32×27 cm) comfortable |
| 40 cm | ~1.30 sens | Medium–large pad recommended |
| 52 cm | ~1.0 sens | Large pad (45×40 cm) recommended |
| 70 cm+ | ~0.74 sens or lower | XL desk-size pad needed for unrestricted turns |
CS2 examples assume m_yaw 0.022 and 800 DPI. Verify your own numbers with the calculator above.
Frequently asked questions
What is cm/360?
cm/360 is the physical distance your mouse must travel to rotate your in-game camera one full 360° turn. It is measured in centimetres and is the only sensitivity metric that means the same thing in every game. Read the full cm/360 guide.
How do I measure my cm/360?
Enter your sensitivity, DPI and game above, or measure it physically: place your mouse on a mousepad, do a slow full 360° turn, and mark where the mouse started and ended with a ruler.
What cm/360 should I use?
Competitive FPS players usually land between 25 and 55 cm/360. Lower (60 cm+) favours arm aim precision; higher (under 20 cm) favours fast turns and small mousepads. Your ideal value depends on mousepad size and role.
Why does my cm/360 change between games?
Because each game applies its own yaw constant to the same slider number. Keeping cm/360 constant when switching games is exactly what the sensitivity converter solves.
Does DPI affect cm/360?
Yes. cm/360 is inversely proportional to (sens × DPI × yaw). If you double your DPI without changing in-game sensitivity, your cm/360 halves. That is why conversions must always include DPI.