What is cm/360° and why does it matter?
cm/360° is the physical distance your mouse travels for a full in-game turn. It is the one metric that stays honest across engines — and it is the number Sens Converter holds constant on every conversion.
cm/360° is the distance your mouse travels on the pad to complete a full 360° turn in-game. A low value (20 cm/360°) is a fast, wrist-dominant sens; a high value (45+ cm/360°) is slow and arm-dominant. Unlike raw sens numbers, cm/360° ignores DPI, ignores in-game scaling, and ignores yaw differences — it describes the actual motion your hand makes.
Why it beats eDPI across games
eDPI is useful inside one game, but it still depends on that game's yaw. cm/360° sits one level deeper: it is a physical measurement of your hand, in centimetres, independent of any engine. Two players on the same cm/360° will make identical flicks even if one is on Valorant at 0.35 sens and the other is on CS2 at 1.11 sens — because the yaw difference has already been folded in.
The formula
cm/360° = 2.54 × 360 / (sens × DPI × yaw). The 2.54 converts inches to centimetres (DPI is dots per inch). Sens Converter runs this for every supported game using each engine's real yaw — 0.07 for Valorant, 0.022 for CS2, 0.0066 for Overwatch 2 — so the number you see matches what you would measure on your actual pad.
Measuring on your own pad
- Put a mark at the edge of your pad where your mouse currently sits
- Spin a full 360° in-game in one straight drag, without lifting
- Mark where the mouse ended up and measure the distance between the two marks
- The result should match what Sens Converter shows within a few millimetres
Typical ranges
- Under 20 cm/360°: wrist aimer, fast flicks — common in older Valorant and Apex pros
- 25 – 35 cm/360°: mixed wrist and arm, the most common competitive band across tac FPS
- 40 – 50 cm/360°: arm aimer, precise tracking, the CS2 pro norm
- 60+ cm/360°: very slow, Overwatch tracking heroes or long-range sniping
Using cm/360° to switch games
When you convert from one FPS to another, the whole point is keeping cm/360° identical. That is what preserves muscle memory. Sens Converter picks the sensitivity number in the target game that produces the same cm/360° as your source — so the physical motion of a 180° flick stays exactly the same, whether you are going Valorant → CS2 or Apex → Overwatch 2.
Why pros obsess over small changes
Moving from 30 cm/360° to 32 cm/360° is a 7% change in hand speed. That is enough to throw a trained flick short by an entire target width. When you read a pro changing 'sens from 0.33 to 0.35', the meaningful number underneath is the new cm/360° — and it is usually a 5 – 10% adjustment, never a reset.