cm/360°, derived

Reference · ~4 min read

cm/360° is the distance your mouse travels on the desk to rotate your in-game view a full 360°. It's the only sensitivity measure that means the same thing in every game, because it's grounded in physical centimetres rather than an arbitrary slider.

The formula

Two engine facts and one unit conversion:

Counts needed for a full turn:

counts_360 = 360 / (yaw × sensitivity)

Convert counts to distance and into centimetres:

cm_360 = counts_360 / DPI × 2.54

Worked example — CS2, 800 DPI, sens 1.5:
counts_360 = 360 / (0.022 × 1.5) = 10909
cm_360 = 10909 / 800 × 2.54 = 34.6 cm

Converting between games

To keep the same arc, only the yaw differs, so:

sens_B = sens_A × yaw_A / yaw_B  (same DPI)

That's the entire job the converter does — it just runs this for all four games at once.

What it ignores (correctly)

cm/360° says nothing about acceleration, smoothing, or negative-accel from a too-low DPI. Those break the assumption that counts map linearly to motion. Turn them off first — see the acceleration post — or the number stops describing reality.

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