128 sensitivity cells — eDPI 800 on the Source family turns 360° in 51.95 cm
Eight games, nine DPI steps and eight target distances make 128 cells. Nothing is copied from a sensitivity table: each game has exactly one constant — the angle one mouse count turns the view — and everything follows from it. Sensitivity is worked out backwards from a target cm/360°, so the physical distance is the axis and the sensitivity is the answer. Games whose constant could not be confirmed are left out.
A cm/360° figure is really a count of mouse steps
Every game fixes, as a constant, how many degrees one mouse count turns the view — its yaw. The Source family exposes it directly as the default of the console variable m_yaw, 0.022; VALORANT uses 0.07 and Overwatch 0.0066. Turning a full 360° therefore takes 360 ÷ (yaw × sensitivity) counts, and since DPI is how many counts come out of one inch of movement, the distance is that count ÷ DPI inches. Converting to centimetres gives cm/360° = 2.54 × 360 ÷ (yaw × sensitivity × DPI). The Source family at 400 DPI and sensitivity 2.0 comes out at 51.95 cm, a widely published figure, which makes it a good place to check the arithmetic from the outside.
eDPI is DPI multiplied by sensitivity
Within one game, equal eDPI means equal cm/360°. 800 DPI at sensitivity 1.0 and 1600 DPI at 0.5 are both eDPI 800, and your hand travels the same distance to the millimetre — that is all "double the DPI, halve the sensitivity" means. Put it through the formula and eDPI = 2.54 × 360 ÷ (yaw × cm), with DPI gone entirely: for a given target distance the eDPI is one number at every DPI. What eDPI cannot do is cross games. With a different yaw, the same eDPI turns a different distance.
Moving between games is one ratio of constants
Holding the distance means holding yaw × sensitivity, so sens_B = sens_A × yaw_A ÷ yaw_B. Notice that DPI drops out: as long as you leave the mouse alone, the multiplier has nothing to do with DPI. Convert A into B and then B back into A and you land on the original number, because the two multipliers are reciprocals. Six of the eight games here use 0.022, so among those six the multiplier is 1 and nothing changes.
Why the axis is a distance and not a sensitivity
A sensitivity number means something different in every game: 0.4 is slow in one and fast in another. The distance your hand pushes to spin 360°, on the other hand, is a physical quantity and means the same thing everywhere. So this table takes 20 cm to 60 cm as its axis and solves for the sensitivity. Twenty centimetres is the wrist-only fast end, sixty is the arm-driven slow end, and most players sit inside that range. No sensitivity values are written down anywhere, because a written table turns false the moment a game changes its slider.
What this leaves out
If mouse acceleration is on — Windows “enhance pointer precision” or an in-game equivalent — the distance you turn depends on how fast you move, and this table does not apply. A pointer speed away from the operating system default adds its own multiplier. Aim-down-sights and scope multipliers are separate settings and are not here: these are hipfire numbers. Games whose sensitivity is tied to field of view, such as Rainbow Six Siege, do not reduce to a single constant and are left out, and so are Fortnite, Call of Duty, Battlefield and PUBG, whose scaling could not be confirmed. Publishing an unverified constant would wreck the aim of whoever trusted it. Sliders also differ in minimum, maximum and step, so a computed value is not always one you can actually type in.
After a change, the hand has to relearn
Typing the number takes seconds; getting your hand to trust the new distance takes days. Run an aim drill first to see whether you overshoot or undershoot at the new setting, then try one row up or down from the table.
Open the aim trainerAt a glance
The table below is written at 800 DPI. The multiplier itself does not depend on DPI — it drops out of the formula — so as long as you leave the mouse alone, the same multiplier works at any DPI.
Counter-Strike 2Game constant (yaw) 0.022 · 30 cm/360° 1.732
From this game to the others
Sensitivity by DPI
CS:GOGame constant (yaw) 0.022 · 30 cm/360° 1.732
From this game to the others
Sensitivity by DPI
VALORANTGame constant (yaw) 0.07 · 30 cm/360° 0.5443
From this game to the others
Sensitivity by DPI
Apex LegendsGame constant (yaw) 0.022 · 30 cm/360° 1.732
From this game to the others
Sensitivity by DPI
Overwatch 2Game constant (yaw) 0.0066 · 30 cm/360° 5.773
From this game to the others
Sensitivity by DPI
Team Fortress 2Game constant (yaw) 0.022 · 30 cm/360° 1.732
From this game to the others
Sensitivity by DPI
Titanfall 2Game constant (yaw) 0.022 · 30 cm/360° 1.732
From this game to the others
Sensitivity by DPI
Quake LiveGame constant (yaw) 0.022 · 30 cm/360° 1.732
From this game to the others
Sensitivity by DPI
Worth knowing
- cm/360° = 2.54 × 360 ÷ (game constant × sensitivity × DPI). The constant is 0.022 for the Source family, 0.07 for VALORANT and 0.0066 for Overwatch.
- eDPI = DPI × sensitivity. Inside one game, equal eDPI means equal distance — double the DPI and halve the sensitivity and nothing moves.
- The multiplier between games is the ratio of the constants: sens_B = sens_A × yaw_A ÷ yaw_B. Convert back and the original number returns.
- Every sensitivity here is solved backwards from a target cm/360°. Mouse acceleration, aim multipliers and the OS pointer speed are not included.
Common questions
Q. If I raise my DPI, how far do I lower the sensitivity?
Keep the product the same. 800 DPI at 1.0 and 1600 DPI at 0.5 are both eDPI 800, and the distance your hand pushes for a full 360° does not change by a millimetre. Double the DPI, halve the sensitivity.
Q. Can I compare eDPI with someone playing another game?
Only between games that share the same constant. VALORANT sits at 0.07 and the Source family at 0.022, so the same eDPI 800 is more than three times faster in VALORANT. Across games, compare cm/360° instead of eDPI.
Q. Why not just publish a table of sensitivities?
Written sensitivities turn false the moment a game changes its slider. Keeping one game constant and computing the rest leaves a single place to fix, and it can be checked from outside: the Source family at 400 DPI and sensitivity 2.0 gives 51.95 cm, a widely published figure.