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How to Measure cm/360 in CS2

There are two ways to find your cm/360 — measure it by hand with a ruler, or work it out exactly with the CS2 yaw formula. Here's both.

cm/360 is the distance you drag your mouse to spin a full 360°. If the term is new to you, start with what cm/360 means, then come back here to find yours.

Method 1: measure it in-game with a ruler

This is the hands-on way. It's slightly fiddly but it accounts for your exact setup and doesn't require any maths.

  1. In CS2 settings, make sure raw input is on and any mouse acceleration is off — both in-game and in your operating system.
  2. Load a private match or a workshop map so nothing knocks you off-aim.
  3. Place your mouse against the left edge of your mousepad and lay a ruler alongside it.
  4. Pick a fixed reference point in the world (a wall corner works well) and line your crosshair up with it.
  5. In one smooth, straight drag, turn until that same corner lines back up with your crosshair — that's exactly 360°.
  6. Measure how far the mouse travelled in centimetres.
  7. Repeat three or four times and take the average, since a single drag is easy to overshoot.

If you struggle to judge a clean 360°, turn 180° against an obvious landmark (something directly behind you) and double the distance instead.

Method 2: calculate it from DPI and sensitivity

CS2 uses a fixed yaw of 0.022° per mouse count, which means cm/360 can be worked out exactly — no ruler, no averaging. The yaw is the number of degrees your view turns for each "count" your mouse reports.

The maths, step by step

  1. Counts per 360°: a full turn is 360°, and each count turns you 0.022 × sens degrees. So counts needed = 360 ÷ (0.022 × sens).
  2. Inches per 360°: your DPI is counts per inch, so divide the counts by DPI: inches/360 = 360 ÷ (0.022 × DPI × sens).
  3. Centimetres per 360°: multiply by 2.54 to convert inches to centimetres: cm/360 = (360 ÷ (0.022 × DPI × sens)) × 2.54.

A worked example

Take a common pro-style setup of 400 DPI and 2.0 sens:

That single formula is exactly what the calculator runs, which is why the in-game ruler method should land close to it (small differences just mean your hand drag wasn't a perfect 360°).

The easy way

Rather than do the arithmetic, drop your DPI and sens into the cm/360 calculator for an exact figure, or use its reverse mode to find the sens for a cm/360 you want to hit. When you're deciding where to land, compare against the CS2 pro cm/360 list.