Calibration tool

Mouse Sensitivity Calibration

Measure the physical distance for one full in-game 360°, compare it with the expected cm/360, and see whether an adjustment is justified.Methodology

Profiles424
Adjustment416 linear

Compare measured and expected cm/360

Measure how far your mouse travels for one full 360° hip-fire turn, then compare it with the distance calculated from your game, DPI and sensitivity. The browser cannot measure in-game mouse movement directly; enter your own physical measurement. A difference does not by itself justify a sensitivity change; add an optional target distance only if you want an estimated target-distance adjustment.

424 cm/360 profiles. 416 linear profiles support a conditional target-distance adjustment when a target is supplied; custom-curve profiles are comparison-only.

Use the active DPI profile in your mouse software.

Enter the value shown in the game settings, not eDPI.

Enter each measured distance and any target distance in centimeters. Leave optional fields blank.

Enter the physical distance you want for a full 360° turn, in the selected unit. This is your target cm/360. Leave blank to compare only; a measured difference does not justify a sensitivity change by itself.

Select a game, enter your current setting and measured distance, then calibrate.

How to calibrate your mouse sensitivity

Calibration compares two distances: the distance the loaded model says you should need for a full 360° turn, and the distance your mouse actually travels in the game. The second value comes from your own physical measurement, because the browser cannot read the game camera.

  1. Select the game. Choose a supported cm/360 profile, then enter your active mouse DPI and the current in-game sensitivity.
  2. Use a consistent view. Use the same hip-fire view you normally play with. Avoid aim-down-sights, scopes or camera modes that change the turn rate.
  3. Mark a starting point. Place a small mark on your mousepad or paper and line the mouse up with it.
  4. Turn exactly 360°. Move the mouse in one straight line until the camera completes one full horizontal rotation. Keep the mouse flat and avoid lifting.
  5. Measure the distance. Measure from the starting mark to the final mouse position. Record the physical distance, not the distance the cursor travelled on screen.
  6. Repeat two or three times. Repeat the same test and enter each result. The tool averages the values so one slipped or curved movement does not dominate.
  7. Compare with the model. The tool calculates the expected cm/360 from the loaded yaw or custom curve and shows the difference in centimetres and percent.
  8. Decide whether to adjust. A difference between expected and measured distance does not by itself require a sensitivity change. If you want to reach a specific target distance, enter it; for linear profiles the tool shows an estimated target-distance adjustment. Test it in-game and measure again.

The measurement is only as good as the test. Use the same hip-fire view, the same mouse profile and a flat, straight movement. Repeat two or three times before deciding that a sensitivity change is needed.

Expected vs measured cm/360

The expected cm/360 is calculated from the selected profile using the existing cm/360 utilities. For linear profiles it comes from the loaded yaw, DPI and sensitivity. For custom-curve profiles it uses the stored response curve. The measured cm/360 is the average of the distances you entered after completing the in-game 360° turn.

Expected distance
The model-based cm/360 for the selected game, DPI and sensitivity. It is an estimate, not a measurement of your actual game.
Measured distance
The average physical distance your mouse travelled for one full 360° turn, based on your own repeatable test.
Difference
Measured minus expected, in centimetres and percent. A positive value means your turn is longer (slower); a negative value means it is shorter (faster).
Target-distance adjustment
For linear profiles, currentSensitivity × measuredDistance ÷ targetDistance gives an estimated adjustment toward the target you supply. It is rounded to a settable step and is not hardware or model calibration.

Why measurements may differ

  • the active mouse DPI profile differs from the value entered;
  • operating-system or in-game pointer acceleration is active;
  • the game applies smoothing, acceleration or a non-linear response;
  • FOV, aim-down-sights, scopes or camera behavior change the turn rate;
  • the mousepad, surface, lift-off distance or cable drag affects the movement;
  • the loaded yaw or custom curve is an approximation rather than an exact game model;
  • the marked distance or the 360° endpoint is measured inconsistently.

Some of these factors are not modeled by a cm/360 calculation. A difference does not prove the game is wrong or that the calculator is exact; it identifies where to investigate next.

Changing sensitivity does not resolve the relative mismatch between expected and measured distance. Under the inverse-scaling assumption, both distances move proportionally. Use a target-distance adjustment only when you have a specific physical distance you want to reach.

When an adjustment is appropriate

Only consider an adjustment when the measurement is repeatable, you have a specific target distance, and the current setting is not already close to that target. For linear profiles, the tool shows an estimated target-distance adjustment when the suggested value stays inside the game's supported range. It never silently clamps a value that is out of range, and it does not offer the same adjustment for custom-curve or unsupported records.

If you are still choosing a sensitivity rather than verifying a known one, use the sensitivity finder first. After any change, repeat the 360° test instead of assuming the new value is correct.

Supported profiles and limitations

Linear profiles
416 records use the documented yaw formula and can show a conditional target-distance adjustment when a target is supplied.
Custom-curve profiles
8 records use stored response curves. Their expected distance is calculated, but no target-distance adjustment is offered.
Excluded approximations
52 source-flagged non-linear records are excluded because a reliable cm/360 comparison is not available for them.
Conflicting models
WARDOGS, Mistfall Hunter and Halo: Campaign Evolved have separate converter and cm/360 records. The calibration result shows the existing conflict warning.

FAQ

Can the website measure my in-game mouse movement automatically?

No. A web page cannot read the mouse movement a game applies to its camera. You perform the 360° turn in-game, measure the physical distance yourself, and enter the result. The tool only calculates and compares the numbers.

What exactly is measured?

Move the mouse until the camera completes one full horizontal 360° turn. The distance the mouse travelled on the mousepad is your measured cm/360. This is different from the cursor distance on screen.

Why is my measured distance different from the expected value?

The expected value comes from a loaded game model that may be approximate. Your actual result can differ because of mouse DPI deviation, operating-system or in-game acceleration, polling and smoothing, FOV or scope behavior, the active profile, surface friction, lift-off, or simple measurement error.

Why do some games have no suggested sensitivity?

8 custom-curve profiles are comparison-only because the linear inverse does not describe their response. 52 source-flagged non-linear records are excluded from reliable cm/360 calibration. A target-distance adjustment is offered only for the 416 linear profiles, only when you supply a target, and only when the result stays inside the game's sensitivity range.

How many measurements should I take?

Two or three consistent measurements are usually enough. If the results vary widely, repeat the test before using any adjustment. A large spread usually means the measurement method, acceleration or the input settings need attention first.

What does a longer measured distance mean?

If your measured distance is longer than the expected distance, the current setting turns slower than the model predicts. A shorter measured distance means it turns faster. The tool shows both the direction and the percentage difference.

Does changing sensitivity fix a measured difference?

No. Under the inverse-scaling assumption, changing sensitivity moves both the expected and measured distances. It does not resolve their relative mismatch. DPI deviation, game settings, acceleration, measurement error or an approximate model can still affect the result. Only use an adjustment when you have a specific target distance you want to reach.

What target distance should I enter?

Enter the physical cm/360 you want to achieve for that game and DPI. It can be your expected value, a previous measurement or a distance you are comfortable with. Leave the target blank to compare expected and measured distance without any sensitivity suggestion.

Is the target-distance adjustment a guaranteed calibration?

No. For linear profiles the tool can show an estimated adjustment using currentSensitivity × measuredDistance ÷ targetDistance. It assumes the measured distance scales inversely with sensitivity and that the discrepancy remains consistent. It is not hardware or model calibration. Treat it as a starting point and measure again after applying it.

Does this change my game settings?

No. The calculator runs in your browser and does not connect to a game. You change the setting yourself, then repeat the physical measurement.

Why can this disagree with the sensitivity converter?

A few games have conflicting loaded models. The calibration tool uses the cm/360 profile; the general converter uses a separate record. Results warn you when this conflict applies so the difference is visible.

Related tools and guides

Check the measured distance in cm/360

Open the measured value in the cm/360 calculator to see the implied sensitivity for the same game and DPI, or reverse the calculation with a different target distance.

Open the cm/360 calculator

Last reviewed: 7 November 2026