Every figure shows its source. Where a source is missing, the number is a placeholder — and it is never written as fact.

By GamGem Research

eDPI Compare

Put two settings side by side on the one number that needs no constant: sensitivity times DPI.

Your inputs

Your result

1.5×

B moves this much per centimetre against A

eDPI A
320
eDPI B
480
Difference
160

A mathematical match is not a feel match. Take the number into a custom game and shoot at a fixed distance before trusting it — that step is the one nobody can do for you.

How the eDPI compare works

eDPI is your in-game sensitivity multiplied by your mouse's DPI. Two players with the same eDPI turn the same distance for the same hand movement, whatever split of sensitivity and DPI each chose — which is why it is the number to compare.

Worked example. 0.4 at 800 DPI is 320 eDPI; 0.3 at 1,600 DPI is 480. The second setup turns 1.5× as far for the same movement.

What it does not do. Converting a sensitivity between two games, or into centimetres per full turn, needs each game's yaw constant. We hold none with a published source, so the tool compares eDPI and stops rather than print a number you would move your mouse by.

Assumptions

  • eDPI is arithmetic, not a claimSensitivity × DPI. It compares two settings honestly and needs no number from the game.
  • cm per 360° is missing on purposeThat needs the game’s yaw constant, and a cross-game conversion needs one per game. We hold neither with a source, so this tool does not print a figure it cannot stand behind.

Client-side arithmetic on published game rules. Nothing is sent anywhere, and no part of it reads your game.