eDPI vs cm/360: Which Should You Use Across Games?

Use eDPI when you are comparing sensitivity inside one game family. Use cm/360 when you are converting sensitivity across different FPS games. eDPI is simple, but it depends on the game's own sensitivity scale. cm/360 measures physical mouse distance, so it travels better between games.
The core formula is easy: eDPI = mouse DPI x in-game sensitivity. If your mouse is set to 800 DPI and your in-game sensitivity is 0.5, your eDPI is 400. That is helpful, but only when the game sensitivity number means the same thing for everyone being compared.
If you need the full conversion workflow, start with the mouse sensitivity conversion guide. For the foundations, read what cm/360 means, how sensitivity conversion works, and how to convert sensitivity when changing DPI.
Key Takeaways
- eDPI = mouse DPI x in-game sensitivity.
- eDPI is best inside one game or one shared sensitivity scale.
- cm/360 measures physical distance for a full turn.
- For cross-game conversion, cm/360 is the safer anchor.
Quick Comparison Table
| Category | eDPI | cm/360 |
|---|---|---|
| Measures | DPI multiplied by game sensitivity | Physical distance for a full turn |
| Best for | Same-game comparison | Cross-game conversion |
| Formula | DPI x sensitivity | Converter uses DPI, sensitivity, and game scale |
| Physical meaning | Indirect | Direct |
| Weak spot | Breaks across different game scales | Needs accurate game conversion data |
| Practical verdict | Use for one game family | Use across games |
In 2026, the Steam Hardware & Software Survey for June 2026 reports Windows at 94.10% among participating Steam users and Windows 11 64-bit at 70.44% among Windows users (Valve, Steam Hardware & Software Survey June 2026, 2026). That does not prove anything about sensitivity preference, but it gives useful context: many PC FPS players are comparing settings on Windows setups where DPI, raw input, and game scaling all interact.
What Is eDPI?
eDPI is "effective DPI." It multiplies your mouse DPI by your in-game sensitivity. The plain-English version is: eDPI combines one hardware setting and one game setting into a single number for easier comparison.
Formula:
eDPI = mouse DPI x in-game sensitivity
Examples:
| Mouse DPI | In-game sensitivity | eDPI |
|---|---|---|
| 400 | 1.0 | 400 |
| 800 | 0.5 | 400 |
| 1600 | 0.25 | 400 |
Those three setups have the same eDPI inside a game that scales linearly. That is useful when players are comparing settings in the same title. The formula shows why raising DPI and lowering sensitivity can preserve the same effective input.
eDPI is a same-game comparison tool. It combines mouse DPI and in-game sensitivity into one number, but it does not include the target game's yaw, rotation scale, FOV behavior, or slider rounding. That is why eDPI should not be treated as a universal cross-game unit.
What Is cm/360?
cm/360 is the centimeters of mouse movement needed for one full 360-degree turn in game. It starts with physical movement, which is why it is more useful when moving between games.
If you play one game at 38 cm/360, then convert another game to 38 cm/360, your hip-fire full-turn distance should be similar. The settings numbers may look unrelated, but your hand movement has a shared target.
The simplest way to think about the difference is this:
- eDPI is a settings shortcut.
- cm/360 is a physical result.
For a deeper explanation of the physical unit, use what is cm/360 in mouse sensitivity. If you want to verify a converted value by hand, use how to measure cm/360 manually.
Which Is Better Across Games?
cm/360 is better across games because it compares the physical result of sensitivity. eDPI can fail across games because each game may use a different sensitivity scale, yaw value, or input pipeline.
Here is the common trap. A player sees 400 eDPI in one game and tries to recreate 400 eDPI in another. The math is correct, but the assumption may be wrong. If the second game's sensitivity value rotates the camera differently, the same eDPI can produce a different cm/360.
The better question is not "What eDPI should I use in the new game?" It is "What in-game value gives me my known cm/360 in the new game?" That question forces the conversion to care about the game's rotation behavior.
This is also where a sensitivity converter earns trust. It should not only multiply DPI and sensitivity. It should account for the source and target game scales, then expose caveats when the result may be rounded by a slider.
When Should You Use eDPI?
Use eDPI when everyone in the comparison is using the same game or a game family with the same sensitivity scale. It is quick, easy to share, and good for understanding how DPI changes interact with in-game sensitivity.
Good eDPI use cases:
- Comparing your setting to another player in the same game.
- Keeping the same effective input after changing mouse DPI.
- Explaining why 400 DPI x 1.0 and 800 DPI x 0.5 can feel similar.
- Building a simple settings note for one title.
The most practical DPI conversion formula is:
new sensitivity = old DPI x old sensitivity / new DPI
Use that when the game scales linearly and you want the same effective input after changing DPI. For the full walkthrough, see how to convert sensitivity when changing DPI.
When Should You Use cm/360?
Use cm/360 when you switch games, compare aim trainer settings, or want a physical baseline that survives different settings menus. It is especially useful when one game uses small decimals and another uses a large slider value.
cm/360 is also easier to sanity-check. If a converter says your target is 42 cm/360, you can test that with a ruler and a 360-degree turn. You cannot test eDPI physically without translating it into actual game rotation.
In 2026, MDN describes the Pointer Lock API as useful for first-person 3D games because it provides access to raw mouse movement, while also noting that operating-system mouse acceleration is enabled by default and raw input can be requested through unadjustedMovement (MDN, Pointer Lock API, 2026). That supports the larger point: raw movement, OS behavior, and game scaling matter when you care about physical feel.
cm/360 is the better cross-game sensitivity unit because it describes measured mouse travel, not a game-specific setting number. It still depends on correct input assumptions, but it gives players a practical way to preserve hand movement across different FPS games.
What Are the Limitations?
Both units have limits. eDPI can look precise while hiding game-scale differences. cm/360 can look universal while hiding FOV, ADS, scoped sensitivity, acceleration, or slider rounding.
Microsoft's Raw Input overview says Raw Input provides direct data from the device and can distinguish between devices (Microsoft Learn, Raw Input Overview, 2026). That is one reason many players prefer games with raw input options. It reduces one source of drift between physical movement and camera rotation.
But raw input alone does not solve every feeling mismatch. A converted hip-fire cm/360 may be correct while scoped sensitivity feels different. FOV can change perceived speed. A game may round the number you type. Some games expose only coarse slider steps.
The honest answer is simple: use cm/360 for the conversion baseline, then test real movement in game.
Decision Rule
Use eDPI for same-game comparisons. Use cm/360 for cross-game conversion. Use both when changing DPI inside a game and then moving that setting elsewhere.
Here is the workflow:
- Record your mouse DPI and in-game sensitivity.
- Calculate eDPI for same-game notes.
- Convert the setting to cm/360 for physical comparison.
- Use the target game's converter value.
- Measure the result if the game feels off.
This sequence keeps each unit in its proper lane. eDPI explains the relationship between DPI and sensitivity. cm/360 explains what your hand actually does.
Frequently Asked Questions
Is eDPI accurate across games?
No. eDPI is reliable only inside one game or game family with the same sensitivity scale.
Is cm/360 better for changing games?
Yes. cm/360 compares the physical distance needed for a full turn, which is better across different game scales.
Can I use both eDPI and cm/360?
Yes. Use eDPI for quick same-game comparisons and cm/360 for conversion between games.
Is cm/360 always exact?
No. cm/360 is a strong physical baseline, but exact feel can still vary. FOV, ADS multipliers, scoped sensitivity, acceleration, input method, and slider rounding can all affect how the game feels after the conversion.
Should I convert by eDPI or cm/360?
Convert by cm/360 when changing games. Convert by eDPI only when changing DPI inside the same game or comparing same-game settings. If you change DPI first, use the DPI conversion formula, then verify the physical cm/360.
Why do two settings with the same eDPI feel different?
They can feel different if they are in different games, if raw input differs, or if the game applies sensitivity scaling in a different way. eDPI only multiplies DPI and sensitivity. It does not describe the final camera rotation by itself.
Sources
- Valve, Steam Hardware & Software Survey June 2026, retrieved 2026-07-04, https://store.steampowered.com/hwsurvey/
- MDN, Pointer Lock API, retrieved 2026-07-04, https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API
- Microsoft Learn, Raw Input Overview, retrieved 2026-07-04, https://learn.microsoft.com/en-us/windows/win32/inputdev/about-raw-input