How the numbers relate
Effective DPI is DPI multiplied by in-game sensitivity, which is why 800 DPI at 2.0 and 1600 DPI at 1.0 feel the same.
The counts needed for a full turn are 360 divided by the yaw constant and the sensitivity. Dividing by DPI gives the distance in inches, and multiplying by 2.54 gives centimetres.
Worked example
At 800 DPI, sensitivity 2.0 and a yaw of 0.022 degrees per count, the effective DPI is 1600. A full turn needs 8182 counts, which is 10.23 inches or 25.98 centimetres of mouse movement.
The same player at 1600 DPI and sensitivity 1.0 gets the same effective DPI and the same turn distance.
Why the yaw constant matters
Yaw is how many degrees the game turns for each mouse count. It differs between engines, so a sensitivity of 2.0 in one game is not the same as 2.0 in another.
Common values sit near 0.022 degrees per count in Source-engine games, but check your game rather than assuming. If you do not know it, use this page to compare settings within one game, where the constant cancels out.
Limits of this calculator
It assumes the game applies sensitivity linearly, with no acceleration and no separate scope multiplier. It does not account for mouse sensor variation or for Windows pointer speed, which should be left at the middle notch.
It does not convert between games, because that needs each game's constant rather than a single conversion.
For the field of view that pairs with a sensitivity, use the FOV calculator.
Inputs for the sensitivity calculator
Mouse DPI
The DPI set in your mouse software or on its button, not the Windows pointer speed.
In-game sensitivity
The sensitivity value inside the game itself.
Game yaw constant
Degrees turned per mouse count. Around 0.022 is common in Source-engine games.
CALCULATOR QUESTIONS
Sensitivity calculator questions
Is eDPI the same as sensitivity?
No. eDPI combines DPI and sensitivity so you can compare setups at different DPI settings.
Where do I find my game's yaw constant?
From the game's own documentation or a published table for that engine. It is not universal.
Does Windows pointer speed matter?
It should stay at the middle notch. Moving it applies scaling that this calculation does not model.
Why does 25 cm feel different in another game?
Because that game uses a different yaw constant, so the same settings turn a different amount.
