eDPI Calculator
Your eDPI
1200
Equival. in CS2
1.00
How it works
eDPI (effective DPI) is the single unified metric for mouse sensitivity that combines your hardware DPI setting and in-game sensitivity multiplier into one number. eDPI = DPI × in-game sensitivity. It allows direct comparison of sensitivities across players, configurations, and games regardless of how the sensitivity is distributed between hardware and software settings.
**Why eDPI matters** Two players can have the same eDPI but different DPI and sensitivity settings. Player A: 400 DPI × 3.0 sens = 1200 eDPI. Player B: 1600 DPI × 0.75 sens = 1200 eDPI. Both players' crosshairs move at the same speed on screen. eDPI is the common currency for comparing and matching sensitivities.
**Professional eDPI ranges by game** Counter-Strike 2 (CS2): pros cluster around 800–1200 eDPI. Valorant: 200–400 eDPI (lower sensitivity preferred by many pros for precise tracking). Apex Legends: 1000–2000 eDPI. Overwatch 2: 1500–3000 eDPI. Rainbow Six Siege: 1000–2000 eDPI. Lower eDPI games (Valorant, CS2) emphasise precise flicking; higher eDPI games (Overwatch) emphasise faster movement tracking.
**cm/360 relationship** eDPI converts to cm/360 via a game-specific formula. For CS2: cm/360 = 36000 / (eDPI × CS2_yaw_value). The yaw value is 0.022 for CS2, so cm/360 ≈ 36000 / (eDPI × 0.022). The eDPI calculator computes cm/360 for major FPS titles automatically.
**eDPI converter for game switching** When switching from CS2 to Valorant: the sensitivity scales differ. CS2 uses raw x/y degrees per pixel multiplied by 0.022 yaw; Valorant uses a different internal scale (0.07 radians per unit). The converter applies the correct game-specific formula to preserve cm/360.
Privacy: all calculations run in the browser. No data is transmitted.
Frequently Asked Questions
- There is no universally 'good' eDPI — it depends on your monitor size, desk space, and playstyle. General ranges: for CS2/Valorant style (precision tapping): 400–1200 eDPI. For tracking-heavy games (Apex Legends, Overwatch): 800–2000 eDPI. For casual play: any comfortable range. The best eDPI is the one where: (1) a 180° turn requires a comfortable full-arm sweep, not wrist-only; (2) micro-adjustments at close range feel controllable, not twitchy. Start at ~800 eDPI and adjust until a full desk sweep produces a ~180° turn — a common starting calibration.
- For practical gaming, the difference is minimal if eDPI is equal. However, subtle differences exist: very low DPI (100–200) with high in-game sensitivity: raw input is less smooth because each physical 'step' of the sensor is larger. Very high DPI (3200+) with very low sensitivity: some sensors skip sub-pixel increments ('pixelskipping') causing inconsistency. The sweet spot for most gaming mice: 400–1600 DPI. Avoid extreme combinations at either end. The in-game sensitivity is just a number — the sensor's DPI resolution is what determines the physical precision floor.
- Very low eDPI (200–400) requires large arm movements for even small crosshair movements. Players who use this style (arm aimers) benefit from: more precise micro-adjustments (larger physical movement = finer control over small angles), more consistent mechanics (arm muscles are more stable than wrist muscles), and reduced RSI risk from repetitive micro-movements. The tradeoff: you need a large mouse pad (60cm+) and slower reflexes for large flicks. This style is more common in Valorant (where most engagements are slow and methodical) than Apex Legends (fast rotations).
- There's no direct linear translation — controllers use aim assist and acceleration curves that fundamentally change how sensitivity works. Controller sensitivity is typically expressed as look sensitivity + ADS sensitivity on a 1–20 scale (or similar), with the physical range limited by thumbstick throw distance (~1.5cm). Mouse sensitivity scales linearly with physical movement; controller sensitivity is bounded by thumbstick physical range. The two input methods suit different game mechanics: controllers excel at smooth tracking; mice excel at rapid precise flicking. No formula converts between them meaningfully.