eDPI Calculator
Enter your mouse DPI and the sensitivity you use in game. The calculator returns eDPI, the distance your mouse travels for a full turn, and the sensitivity to use if you change DPI. Everything runs in your browser, and nothing you type is uploaded or stored.
| eDPI | |
| Mouse travel for a 360 turn | |
| Same distance in inches | |
| Counts for a full turn | |
| Degrees turned per inch of travel | |
| Sensitivity at the new DPI | |
| Plain reading |
eDPI = DPI x in-game sensitivity. cm per 360 = 2.54 x 360 / (eDPI x yaw). The yaw value is set by the game engine, so the same eDPI turns a different distance in each title.
Enter your mouse DPI and in-game sensitivity to get eDPI, the mouse travel for a 360 turn in centimeters, and the sensitivity that matches it at another DPI.
On this page
What eDPI means, and when the number is useful
eDPI is effective dots per inch, and it takes one multiplication: mouse DPI times in-game sensitivity. An 800 DPI mouse at 0.35 sensitivity gives 280 eDPI. A 1600 DPI mouse at 0.175 gives the same 280, and inside one game those two setups turn the view at the same speed.
The number earns its place because it folds two settings into one that can be compared. Threads full of players arguing about 400 against 1600 DPI are often comparing different eDPI values without noticing. Reduce both setups to eDPI and the argument becomes about turn distance, which is what the hand feels.
What eDPI does not do is travel between games. Each engine has its own yaw, the number of degrees the view rotates per mouse count, so the same 280 eDPI turns the camera at different speeds in different titles. The definition of dots per inch covers the hardware side, and the engine decides the rest.
Worked example: 800 DPI at 0.35 sensitivity
Multiply 800 by 0.35 and the answer is 280 eDPI. That is the whole calculation, and it is the number to note down before you change hardware.
To turn it into a distance, use the game's yaw. Valorant and CS2 both rotate 0.022 degrees per count, so a full 360 needs 360 / 0.022 = 16,364 counts. At 280 effective counts per inch that is 16,364 / 280 = 58.4 inches of mouse travel, or 148.4 cm.
Double the DPI to 1600, halve the sensitivity to 0.175, and every figure stays put: 280 eDPI, 16,364 counts, 58.4 inches. The mouse reports twice as many counts per inch and the game applies half the turn to each one, which is why the physical distance does not move.
Try a third setup: 400 DPI at 0.70. The multiplication still gives 280, and the 148.4 cm still holds. Three mice, three DPI settings, one turn distance.
Turning eDPI into centimeters per 360
The general formula: cm per 360 = 2.54 x 360 / (eDPI x yaw). Drop the 2.54 and you have inches per 360. Counts per 360 is 360 / yaw, a number that depends only on the game, never on the mouse.
| Game | Degrees per count | Counts for a 360 | cm per 360 at 280 eDPI |
|---|---|---|---|
| Valorant | 0.022 | 16,364 | 148.4 |
| CS2 | 0.022 | 16,364 | 148.4 |
| Apex Legends | 0.022 | 16,364 | 148.4 |
| Overwatch 2 | 0.0066 | 54,545 | 494.8 |
| Custom yaw | your value | 360 / yaw | 2.54 x 360 / (280 x yaw) |
Overwatch 2 uses a much smaller yaw, so the same eDPI covers more than three times the distance: 494.8 cm against 148.4 cm. That is why an Overwatch player quoting 4,000 eDPI and a Valorant player quoting 280 can be at a similar turn speed.
Matching sensitivity when you change DPI
Keep eDPI fixed and solve for the new sensitivity: new sensitivity = (old DPI x old sensitivity) / new DPI. Moving from 800 DPI at 0.35 to 1600 DPI gives 280 / 1600 = 0.175. Moving down to 400 DPI gives 280 / 400 = 0.70.
Round only at the end. A jump to 3200 DPI produces 280 / 3200 = 0.0875, and most sliders hold 0.088, which is 281.6 eDPI. The difference is 0.6% and no player will feel it, so do not hunt for a fourth decimal place.
Two settings sit outside this math. Windows pointer speed and any mouse acceleration should stay at the default and off, because acceleration multiplies movement by hand speed and no DPI figure can compensate for it. Aim-down-sights multipliers are separate values per scope, so a conversion that only matches hip fire leaves those alone.
Watch for games that store sensitivity on a different scale. A few titles use a 0 to 10 slider or a percentage, and a conversion copied from a friend's screenshot will land in the wrong place. The check is always the same: note the DPI and sensitivity you had, note the DPI and sensitivity you typed, and confirm that both pairs multiply to the same eDPI. If the game shows a sensitivity number next to the slider, use that one.
A quick bench test settles the rest. Pick a wall corner or a fixed landmark, spin a full 360 from a standstill, and mark where your hand ends. Do it three times at the old setting, change DPI, apply the converted sensitivity, and do it three times again. If the marks drift, the game's slider or a driver setting is scaling something the math does not know about.
Typical eDPI ranges by game
The ranges below are rough, drawn from settings that show up in pro and community configs. Treat them as a starting point for testing rather than a target to hit.
| Game | Common eDPI | What that looks like | cm per 360 |
|---|---|---|---|
| Valorant | 200 to 400 | 800 DPI at 0.25 to 0.50 | 104 to 208 |
| CS2 | 600 to 1,200 | 800 DPI at 0.75 to 1.50 | 35 to 69 |
| Apex Legends | 700 to 1,600 | 800 DPI at 0.90 to 2.00 | 26 to 59 |
| Overwatch 2 | 2,400 to 6,400 | 800 DPI at 3.0 to 8.0 | 22 to 58 |
Those centimeter figures explain the ranges better than the eDPI numbers do. Valorant rewards a slow turn because targets appear at head height across long angles, while Apex and Overwatch ask for quick turns during close movement. A player who moves from Valorant to Apex and keeps 280 eDPI keeps the same 148.4 cm, which will feel sluggish in a close fight.
What eDPI cannot tell you
Three things live outside the number. The first is yaw, covered above. The second is field of view: a wider FOV compresses the image at the edges, so one centimeter of mouse travel sweeps a different arc across the screen, and titles with FOV sliders feel different at each setting. The Valve notes on field of view describe how that projection is built.
The third is the sensor and the surface. A 26,000 DPI sensor at 400 DPI and a 12,000 DPI sensor at 400 DPI can produce the same eDPI, and the higher spec is not more accurate. Consistency comes from a distance your hand can repeat, which is measured in centimeters per 360, not in DPI.
One myth worth retiring: the idea that low DPI causes pixel skipping. Modern engines read raw counts and apply sensitivity as a floating point multiplier, so 400 DPI at 0.70 and 1600 DPI at 0.175 both turn 148.4 cm and both move the crosshair in steps smaller than a pixel.
Where the sensor does matter is count quality at extreme settings. Some sensors interpolate above a threshold, which means the extra counts are manufactured rather than measured, and aim can stutter. Staying in the 400 to 3200 DPI band keeps you on measured counts for every mainstream sensor, and any turn distance you want is reachable through the sensitivity on top of it.
Frequently asked questions
What is eDPI?
Effective dots per inch, which is mouse DPI multiplied by in-game sensitivity. An 800 DPI mouse at 0.35 sensitivity gives 280 eDPI, and any other pair that multiplies to 280 feels the same in that game.
How do I calculate eDPI?
Multiply DPI by sensitivity. 1600 DPI at 0.20 is 320 eDPI, 400 DPI at 0.80 is also 320 eDPI, and both turn the view by the same amount per inch of mouse travel.
What is 800 DPI at 0.35 sensitivity in eDPI?
280 eDPI. In Valorant or CS2 that turns 148.4 cm for a full 360, because those games rotate 0.022 degrees per count.
Is 280 eDPI high or low?
It sits in the middle of the Valorant range of 200 to 400. For CS2 it is low, since most players run 600 to 1,200 eDPI, and 280 eDPI takes 148.4 cm for a turn against 69.3 cm at 600 eDPI.
Does eDPI transfer between games?
No. Each engine has its own yaw, so 280 eDPI turns 148.4 cm in Valorant and 494.8 cm in Overwatch 2. Match the centimeter distance instead of the eDPI number.
What eDPI should I use?
Start near the middle of your game's range, then adjust by feel. In Valorant that is about 280, in CS2 about 880, and in Apex about 1,000. Change one setting at a time and give it a week.
How do I keep my aim when moving from 800 to 1600 DPI?
Halve the sensitivity. 800 DPI at 0.35 becomes 1600 DPI at 0.175, which is still 280 eDPI and still 148.4 cm per turn.
What is cm per 360?
The distance your mouse travels on the pad for the view to spin once around. At 280 eDPI with a yaw of 0.022 it is 58.4 inches, or 148.4 cm.
Why is an Overwatch 2 eDPI so much higher?
Because its yaw is 0.0066 degrees per count instead of 0.022. A 4,000 eDPI setting there turns 34.6 cm, the same distance as 1,200 eDPI in Valorant.
Does a higher DPI make my aim more accurate?
No. DPI sets how many counts the sensor reports per inch, not how precisely you move. Accuracy comes from a turn distance your hand can repeat, measured in centimeters per 360.
Does Windows pointer speed change eDPI?
Only for games that do not read raw input. The Windows slider scales the cursor by up to 3.5x at the extremes, while raw input bypasses it, which is why most guides say to leave it at the middle notch.
How many counts does a 360 turn take?
It depends on the yaw, not on the mouse. At 0.022 degrees per count a 360 needs 16,364 counts, and at 0.0066 it needs 54,545. Your DPI then sets how many inches of pad that takes.
Is 400 DPI better than 1600 DPI for aiming?
Neither is better. 400 DPI at 0.70 and 1600 DPI at 0.175 are both 280 eDPI and both turn 148.4 cm in Valorant, so the choice comes down to which setting the sensor and the game handle most cleanly.
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