August 2, 2026 • 5 min read
eDPI Calculator: Valorant, CS2, and LoL Formulas Explained
Quick Answer
eDPI equals mouse DPI multiplied by in-game sensitivity. Valorant, CS2, and League of Legends all use this formula, but Valorant and CS2 apply different yaw values for cm/360 conversion, so raw eDPI numbers are not directly comparable between the two shooters.
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Key Facts
| eDPI formula | Mouse DPI multiplied by in-game sensitivity |
| Valorant yaw value | 0.07 |
| CS2 yaw value | 0.022, same as CS:GO |
| Valorant to CS2 conversion | Multiply Valorant sensitivity by 0.07/0.022 (about 3.18) at the same DPI |
| cm/360 formula | (2.54 x 360) / (DPI x Sensitivity x Yaw) |
| League of Legends eDPI | Same DPI x sensitivity formula, but no yaw value or cm/360 equivalent since the camera does not free rotate |
| Typical competitive Valorant eDPI | Roughly 200 to 320, though no single number is correct |
eDPI stands for effective dots per inch, and you calculate it by multiplying your mouse DPI by your in game sensitivity setting: eDPI equals DPI times Sensitivity. It is the standard way competitive Valorant, CS2, and League of Legends players compare aim speed across different games and different DPI or sensitivity combinations, since a raw sensitivity number alone means nothing without knowing the DPI it was set at.
Why eDPI Matters More Than Raw Sensitivity
Two players can both run an in game sensitivity of 0.4, but if one uses 400 DPI and the other uses 1600 DPI, their mice move at completely different speeds on screen. eDPI strips out that variable. Multiplying DPI by sensitivity gives a single number that represents actual aim speed, so a Valorant player at 800 DPI and 0.4 sensitivity, 320 eDPI, can directly compare their feel to a player at 400 DPI and 0.8 sensitivity, since both equal 320 eDPI even though neither setting looks the same on paper.
The eDPI Formula, Plus cm/360
eDPI itself is simple: DPI multiplied by sensitivity. Most competitive players pair it with a second number, cm/360, which measures how many centimeters of physical mouse movement it takes to spin a full 360 degrees in game. That formula needs one more variable specific to each game, called the yaw value, the degrees of in game rotation the engine applies per mouse count. The formula is cm/360 equals (2.54 times 360) divided by (DPI times Sensitivity times Yaw).
Valorant eDPI Example
Valorant uses a fixed yaw value of 0.07. At 800 DPI and 0.4 sensitivity, eDPI is 800 times 0.4, which is 320. Plugging the same numbers into the cm/360 formula gives (2.54 times 360) divided by (800 times 0.4 times 0.07), which is 914.4 divided by 22.4, about 40.8 centimeters per 360 degree turn. Competitive Valorant players commonly land somewhere in the 200 to 320 eDPI range, though there is no single correct number, it comes down to what lets you track and flick consistently.
CS2 eDPI Example
CS2 carries over the same yaw value Counter-Strike has used for years, 0.022, which is why CS2 and Valorant eDPI numbers are not directly comparable at the same raw sensitivity despite using the same DPI times Sensitivity formula. At 800 DPI and 1.5 sensitivity, eDPI is 800 times 1.5, which is 1,200. The cm/360 works out to (2.54 times 360) divided by (800 times 1.5 times 0.022), which is 914.4 divided by 26.4, roughly 34.6 centimeters per 360. To convert a Valorant sensitivity into an equivalent CS2 sensitivity at the same DPI, multiply by 0.07 divided by 0.022, about 3.18.
League of Legends eDPI Example
League of Legends is not a mouse look shooter, so it has no yaw value and no cm/360 equivalent, the camera does not rotate the way an FPS camera does. eDPI still applies as DPI multiplied by in game sensitivity, and players use it mainly to describe raw mouse speed consistently when switching between mice or monitors rather than to fine tune flick accuracy. At 800 DPI and a 50 in game sensitivity setting, eDPI comes out to 800 times 50, which is 40,000. Because League's sensitivity slider uses a different numeric scale than an FPS, do not compare a League eDPI number directly to a Valorant or CS2 eDPI number, they are not on the same scale even though the formula looks identical.
Whatever eDPI you land on, dialing in a setup is part of getting serious about competitive play, and that same competitive scene is what people follow and bet on. If you follow Valorant, CS2, or League of Legends esports, Flush's esports sportsbook covers match odds across all three titles alongside Dota 2 and more.
Responsible Gambling
Set a budget before you start and treat it as entertainment spending, not a way to recover losses. Flush's responsible gambling tools include deposit limits, session timers, and self-exclusion, all adjustable directly from your account. Free, confidential support is available around the clock from GamCare (0808 8020 133) and BeGambleAware in the UK, and the National Council on Problem Gambling (1-800-GAMBLER) in the US, or via Gambling Therapy globally.
How We Researched This
Methodology
This guide was researched via live web search on August 2, 2026, cross-referencing eDPI and yaw value figures for Valorant, CS2, and League of Legends across multiple sensitivity converter tools and community guides that track official Riot Games and CS2 engine values. Valorant's 0.07 yaw value and CS2's 0.022 yaw value were confirmed against at least two independent sources each, since these figures are hardcoded into each game's engine and do not change between patches. League of Legends does not use a yaw value because its camera is not a free-look system, so no cm/360 conversion applies there, only the raw eDPI multiplication. All worked examples use round DPI and sensitivity numbers chosen for clarity, not any specific player's actual settings.
FAQ
Frequently Asked Questions
What is eDPI in gaming?
How do I calculate my eDPI?
Why do Valorant and CS2 feel different at the same eDPI number?
What eDPI do professional Valorant players use?
Does eDPI apply to League of Legends the same way it does in an FPS?
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