What cm/360 measures
cm/360 is the distance your mouse travels across the pad to turn your view one full circle. It’s the most direct description of how fast your aim is: it doesn’t depend on DPI, on the game’s sensitivity scale or on anything else, only on your hand. Two players with the same cm/360 turn exactly alike, even if one plays CS2 at 400 DPI and the other Overwatch 2 at 1600.
The calculator above starts with CS2 at 1.2 and 800 DPI: a full circle takes 43.3 cm (17.05 inches). Change the game, sensitivity or DPI and the big number follows. The table under it shows the setting with the same cm/360 in every game we cover, so you can carry the number over.
Using cm/360 to choose a sensitivity
- Measure what you have now with this calculator.
- Check that your mouse pad gives you room for at least a half turn, and ideally a full one, without lifting the mouse: a 43 cm turn needs about 22 cm of pad for 180°.
- Changing? Move in steps of about 10% and play a few sessions on each before judging.
Inches or centimetres
Some guides use inches per 360. The result shows both; one inch is 2.54 cm, so 17 in is about 43 cm.
Why the game matters for the calculation
Each game turns a different angle for every count your mouse sends at sensitivity 1: 0.022° in CS2, Apex and TF2, 0.07° in Valorant, 0.0066° in Overwatch 2 and Call of Duty. Minecraft’s slider follows a curve rather than a straight line, and Siege adds a multiplier from its config file. The calculator handles each of these, using the values and sources listed below.
Game values and sources
Each game turns the view by a fixed angle for every count the mouse sends (its yaw). These are the hip-fire values the converter uses, checked as of October 2026. The Source and Quake engines' 0.022 is in code Valve and id Software published, and Minecraft's curve is in its decompiled mouse code; the other publishers don't publish theirs, so those values come from the community tables that aim trainers and converters use.
| Game | Turn per mouse count | Sources |
|---|---|---|
| Counter-Strike 2 | 0.022° at 1 | Valve Source SDK, KovaaK's table (mirror) |
| Valorant | 0.07° at 1 | csdb.gg, KovaaK's table (mirror) |
| Overwatch 2 | 0.0066° at 1 | KovaaK's table (mirror), csdb.gg |
| Apex Legends | 0.022° at 1 | KovaaK's table (mirror), csdb.gg |
| Fortnite | 0.005555° per 1% | KovaaK's table (mirror), csdb.gg |
| Call of Duty (MW3, BO6, Warzone) | 0.0066° at 1 | KovaaK's table (mirror), csdb.gg |
| Rainbow Six Siege | 0.005730° per point (0.018 ÷ π) at multiplier unit 0.02 | KovaaK's table (mirror), Ubisoft |
| Rust | 0.1125° at 1 | KovaaK's table (mirror), csdb.gg |
| Minecraft (Java Edition) | 1.2 × (0.6 × setting ÷ 200% + 0.2)³ degrees | Minecraft code |
| Deadlock | 0.044° at 1 | KovaaK's table (mirror), skin.club |
| Team Fortress 2 | 0.022° at 1 | Valve Source SDK |
| Quake Champions | 0.022° at 1 | KovaaK's table (mirror), Quake III source |
- CS2: The same scale as CS:GO: the "sensitivity" setting, at the default m_yaw 0.022.
- Valorant: Valorant turns 3.18 times as far per count as CS2 at the same number (KovaaK's uses 0.06996, 0.06% apart).
- Overwatch 2: Hip-fire sensitivity; per-hero and relative aim sensitivity while zoomed are separate settings.
- Apex: Hip-fire mouse sensitivity, on the same scale as CS2. ADS multipliers are separate.
- Fortnite: The X-axis sensitivity in percent, as the menu shows it (6.5%, not 0.065). Set Y to the same value for the same feel up and down.
- Call of Duty: Hip-fire mouse sensitivity; Legacy or Relative only change aiming down sights.
- Siege: Horizontal mouse sensitivity, a whole number from 1 to 100, scaled by MouseSensitivityMultiplierUnit in GameSettings.ini (default 0.02).
- Rust: The look sensitivity in Options; aim sensitivity is separate.
- Minecraft: The slider is not linear: the turn grows with the cube of the setting. Bedrock Edition uses another scale.
- Deadlock: KovaaK's table and skin.club give 0.044°, twice CS2's turn at the same number; csdb.gg lists 0.022 instead, so check a full turn in game.
- TF2: Source engine: the same scale as CS2 and Apex.
- Quake Champions: The same 0.022 yaw as Quake III, Quake Live and Source games.