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eDPI: what it means and how to calculate it

eDPI combines mouse DPI and in-game sensitivity into one number. It is useful inside a game, but it is not a universal cross-game measurement.Methodology

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The definition

eDPI = in-game sensitivity × mouse DPI

A player using 800 DPI and 0.5 in-game sensitivity has an eDPI of 400. A player using 1600 DPI and 0.25 sensitivity also has a 400 eDPI. Inside the same game, those two setups can produce the same rotational scaling. Use the eDPI calculator to calculate your own value.

Why eDPI is useful

eDPI makes it easier to compare two players’ effective input inside the same game. It avoids treating DPI and sensitivity as separate numbers when both contribute to the result.

Why eDPI is not a cross-game unit

Different games can use different yaw values and sensitivity scales. A 400 eDPI setup in one game does not necessarily turn the same physical distance as a 400 eDPI setup in another. The missing variable is the game’s rotation model.

cm/360 is the more useful cross-game physical measure when the yaw and input conditions are known. Read how cm/360 is calculated for that comparison.

eDPI and DPI changes

If you change DPI, you can preserve the same physical turn distance by changing sensitivity in the opposite direction, assuming the game scales linearly:

new sensitivity = old DPI × old sensitivity ÷ new DPI

This is a same-game scaling relationship. It does not replace a yaw-aware game-to-game conversion. See what mouse DPI means for the DPI side of the relationship.

If you are not sure of your DPI, measure your DPI first. The eDPI result is only as accurate as the DPI value you enter.

Limitations

  • eDPI is not directly comparable across games with different yaw values.
  • It does not include FOV, ADS, scope or per-optic behavior.
  • It assumes the game’s sensitivity scaling is linear.
  • It does not guarantee the same aim feel even within one game.

Use eDPI for quick within-game comparisons and cm/360 for a physical cross-game measurement. The methodology explains the assumptions in more detail.

Try the converter

The converter uses the loaded game records. Treat every result as an estimate, because FOV and input behavior are not modeled.

Open the sensitivity converter

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Last reviewed: 2 November 2026