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    About

    Muscle memory is everything in competitive gaming and precision design work. If you change your mouse (which has a different native DPI) or want to adjust your hardware DPI for smoother tracking, your in-game sensitivity feels 'off'.

    This tool calculates your eDPI (Effective Dots Per Inch), which is the true measure of your cursor's real-world speed. By keeping your eDPI constant, you can change your hardware DPI setting and mathematically calculate exactly what your new software sensitivity should be to feel 100% identical. This allows you to switch from a 400 DPI 'arm aiming' style to a 1600 DPI 'wrist aiming' style without losing your aim training progress.

    gaming mouse dpi

    Formulas

    The core concept is eDPI, which represents total effective sensitivity.

    eDPI = DPI × Sensitivity

    To find your new sensitivity setting when changing DPI:

    Sensnew = DPIold × SensoldDPInew

    Reference Data

    GameCommon DPICommon SensAvg eDPI
    CS:GO / CS24002.0800
    Valorant8000.35280
    Overwatch 28005.04000
    Apex Legends8001.51200
    Fortnite8008.0%64
    Desktop (Win)16006/11 (Default)N/A

    Frequently Asked Questions

    eDPI stands for 'Effective Dots Per Inch'. It is calculated by multiplying your Mouse DPI by your In-Game Sensitivity. It allows you to compare true sensitivity across different players regardless of their hardware settings.
    Technically, yes. Higher DPI (e.g., 1600 vs 400) reduces input latency slightly and pixel skipping (pixelation of movement) on high-resolution monitors. However, many pros stick to 400 or 800 DPI due to habit and comfort with navigating menus.
    Yes, the math works for any game that uses a linear sensitivity multiplier (which is 99% of FPS games). However, note that some games use raw input while others are affected by Windows mouse settings.
    This could be due to sensor differences (weight, friction, sensor position), mouse acceleration being enabled, or the game's Field of View (FOV) changing. eDPI only accounts for rotation speed.