What eDPI tells you
eDPI, short for effective DPI, is your mouse DPI multiplied by your in-game sensitivity. It removes DPI from the comparison: a player at 400 DPI and 0.8 and one at 1600 DPI and 0.2 both have 320 eDPI in Valorant, and their crosshairs turn exactly the same for the same hand movement. That’s why pro settings lists show it for each player.
The tool above opens as an eDPI calculator: pick your game, type your sensitivity and DPI, and the big number is your eDPI. Leave both sides on the same game to just calculate it, or pick another game on the right to see the setting and eDPI with the same turn there.
eDPI only works inside one game
Each game multiplies a different angle by your sensitivity, so 320 eDPI means a different turn in each one. In Valorant it’s 40.8 cm per full circle; in CS2 the same 320 eDPI would need 130 cm. For comparisons between games use cm/360, which the result shows next to the eDPI, or read the table under the result: it lists, for every game, the setting and eDPI with the same turn as yours.
Reading your number
- Same game, different DPI: if your eDPI matches another player’s, your aim speed matches, whatever DPI each of you uses.
- Changing DPI: keep the eDPI and the feel stays. Put the new DPI on the right with the same game on both sides.
- Typical ranges: turned into eDPI, the cm/360 ranges in KovaaK’s per-game table come to roughly 180 to 360 for Valorant and 640 to 1260 for Counter-Strike.
Whatever your eDPI, check that mouse acceleration is off, or no number describes your aim.
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.