Mouse sensitivity and DPI·Titanfall 2 at 1000 DPI
Titanfall 2 at 1000 DPI
1.385
30 cm/360° · eDPI 1385
Game constant (yaw) 0.022

Titanfall 2 at 1000 DPI — 30 cm/360° is sensitivity 1.385

In Titanfall 2 at 1000 DPI, 30 cm/360° comes out at sensitivity 1.385, an eDPI of 1385. It follows from the game constant 0.022 through 2.54 × 360 ÷ (constant × sensitivity × DPI), and the table below works the same formula for eight rows from 20 cm to 60 cm.

Game
Titanfall 2
DPI
1000
Game constant (yaw)
0.022
Target cm/360° · 30 cm
1.385
eDPI
1385
Inches
11.81
Mouse counts per 360°
11811

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.

At a glance

Target cm/360°InchesSensitivityeDPI
20 cm7.872.0782078
25 cm9.841.6631663
30 cm11.811.3851385
35 cm13.781.1881188
40 cm15.751.0391039
45 cm17.720.9236924
50 cm19.690.8313831
60 cm23.620.6927693

The same distance at every DPI

30 cm/360° · eDPI 1385

  • 400 DPI3.464
  • 500 DPI2.771
  • 800 DPI1.732
  • 1000 DPI1.385
  • 1200 DPI1.155
  • 1600 DPI0.8659
  • 2000 DPI0.6927
  • 2400 DPI0.5773
  • 3200 DPI0.433

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.

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 trainer

Nearby cells

Sensitivity by DPI

From this game to the others

1000 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. What sensitivity gives 30 cm/360° in Titanfall 2 at 1000 DPI?

1.385. That is an eDPI of 1385, and a full turn costs 11811 mouse counts.

Q. What happens to the sensitivity if I change DPI?

Holding the same 30 cm/360°, 400 DPI wants 3.464 and 3200 DPI wants 0.433. Divide the sensitivity by whatever you multiplied the DPI by; the eDPI of 1385 is the same at every DPI.

Q. Can I type this sensitivity straight into another game?

Only into games with the same constant. Titanfall 2 uses 0.022, so moving to a game with a different constant means multiplying by the ratio of the two — the conversion list above gives that multiplier for every game.