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DPI vs Sensitivity

DPI vs sens explained: what each setting does, why higher DPI is not automatically better, and how eDPI and polling rate fit in.

DPI is a setting on your mouse that decides how many movement counts it sends per inch; sensitivity is a setting in the game that decides how far each count turns your view. Neither one alone tells you how fast you aim. Multiply them and you get eDPI, which does, and the same eDPI feels the same no matter how you split it.

That is the whole relationship, and most of the arguments about DPI versus sens come from treating the two as rivals when they are factors in one product. The rest of this article covers what each setting actually does, why "higher DPI is better" is only half true, where polling rate fits, and which of the two you should change when something feels off.

What does DPI do?

DPI, dots per inch, is how the mouse sensor reports movement. At 800 DPI, moving the mouse one inch sends 800 counts to the computer. At 1600 DPI the same inch sends 1600 counts. The sensor is not seeing more detail at the higher setting in any meaningful sense on modern mice; it is reporting the same motion in smaller units.

DPI is set on the mouse, through a DPI button or the manufacturer's software, and it applies everywhere: desktop, browser, every game. That is its defining property. Change DPI and you have changed the input to every program at once. The CPI label some brands use, counts per inch, means the same thing.

Because it is a hardware setting, it is also the one most likely to be wrong without you noticing. A DPI button press cycles to the next stage silently, and sensors drift a few percent from their nominal value. Measuring it with the DPI analyzer is the only way to know the number for certain.

What does sensitivity do?

In-game sensitivity is a multiplier the game applies to each count before converting it into rotation. The game also has a fixed internal constant, usually called yaw, so the rotation per count is yaw × sensitivity. In Counter-Strike 2 the yaw is 0.022 degrees; in Valorant it is 0.07; in Overwatch 2 it is 0.0066.

Sensitivity lives only in the game. Change it in CS2 and Valorant does not care. Because the yaw differs per game, the same sensitivity number means something different in each one, which is why a mouse sensitivity converter exists: it matches the physical turn distance rather than the number in the menu.

DPI vs sensitivity vs eDPI vs polling rate

SettingWhere it is setWhat it controlsAffects other games?Affects aim speed?
DPIMouse (button or software)Counts reported per inch of movementYes, and the desktopYes, multiplied with sensitivity
In-game sensitivityGame settingsDegrees of rotation per count, via the game's yawNoYes, multiplied with DPI
eDPINot set; calculatedDPI × sensitivity, your effective turn speedOnly comparable inside one gameIt is the aim speed
cm/360Not set; calculatedDistance for one full turnComparable across all gamesIt is the aim speed in physical units
Polling rateMouse (software)How many times per second the mouse reports, in HzYesNo, only smoothness and latency
Windows pointer speedOperating systemExtra scaling before the game, unless raw inputYes, for games without raw inputYes, if not at default

The two rows that actually decide how far you turn are DPI and sensitivity, and only as a pair. eDPI and cm/360 are the same information written down differently: eDPI for comparing with other players of the same game, cm/360 for carrying a setting between games. Polling rate is a separate axis entirely.

Is higher DPI better?

In the game, no. Take a CS2 player at 400 DPI and 2.2 sensitivity: that is 880 eDPI and 47.2 cm per full turn. Move them to 1600 DPI and 0.55 sensitivity and every one of those numbers is unchanged. The flick that hit a head before hits the same head after.

400 DPI, sens 2.2800 DPI, sens 1.11600 DPI, sens 0.55
eDPI (CS2)880880880
cm/36047.2 cm47.2 cm47.2 cm
Counts per inch sent4008001600
Game multiplier per count2.21.10.55
Desktop cursor speed×0.5×1×2

Where higher DPI does help is granularity. At 400 DPI each count is scaled up by 2.2 in the game, so the smallest possible movement is 2.2 times larger than at 800 DPI with 1.1. For most people this is invisible, but at very slow sensitivities a few players report smoother slow tracking with a higher DPI and a game multiplier at or below 1. This is the real case for the high DPI, low sensitivity approach.

Where higher DPI hurts is the desktop and the extremes. Push DPI to 6400 or beyond and the cursor becomes hard to place on the desktop, in-game sensitivity values become tiny decimals that menus round badly, and some sensors behave slightly worse at the top of their range. Marketing numbers of 20000 or 30000 DPI exist for the box, not for use.

The practical sweet spot is 800 to 1600 DPI with sensitivity set to taste, which is where most competitive players sit. For a longer discussion of choosing the number itself, including desk space and monitor resolution, see what DPI should I use.

High DPI, low sensitivity: when it matters

The argument for high DPI and low in-game sensitivity rests on keeping the game multiplier at or below 1. If sensitivity is above 1, each count the mouse sends becomes more than one unit of rotation, and the game cannot fill in the gaps. Below 1, the opposite: the game has more counts than it needs and can represent smaller movements.

In practice the sensitivities that would make this visible are very low. A CS2 player at 400 DPI and sensitivity 2.2 has coarser input than one at 1600 DPI and 0.55, but the difference per count is about 0.05 degrees versus 0.012 degrees, both far below what a hand can deliberately produce. It is a tie-breaker, not a reason to rebuild your setup. If you are already comfortable at 400 DPI and the game feels fine, there is no measurable gain from moving.

Does polling rate replace DPI?

Polling rate vs DPI is a false comparison because they answer different questions. DPI is how finely the mouse measures distance; polling rate is how often it reports, 125, 500, 1000 or higher times per second. A mouse at 1000 Hz sends a report every millisecond, regardless of DPI.

Higher polling rate lowers input latency slightly and makes fast movements render more smoothly, but it does not change how far anything turns. You can run 400 DPI at 1000 Hz or 3200 DPI at 125 Hz. Leave polling rate at 1000 Hz unless your mouse supports more and your system has the CPU headroom, and keep it out of your sensitivity maths. If you want to confirm the rate your mouse actually delivers, a polling rate test measures it directly.

DPI vs eDPI

DPI is an input to eDPI, not an alternative to it. When a player says they use 800 DPI, you know nothing about how fast they turn until they also tell you their sensitivity. When they say 880 eDPI in CS2, you know everything about their turn speed and nothing about how they split it.

That is why pro settings lists quote eDPI. It also explains the one trap: eDPI is only meaningful within a game. A Valorant player at 280 eDPI is turning their view at a similar physical speed to a CS2 player at 880 eDPI, because the yaw constants differ by a factor of more than three. Use eDPI to compare with players of the same game, and cm/360 for everything else.

Which should you change?

Change in-game sensitivity. It is the setting that touches only the game you are tuning, it has fine resolution, and nothing else on your system notices. Changing DPI by contrast forces a recalculation in every game you play and alters the desktop at the same time.

Set DPI once. Pick a value that makes the desktop cursor comfortable without touching the Windows pointer speed slider, prefer the sensor's native steps such as 400, 800 or 1600, and then leave it alone. If you must change it later, say for a new mouse, use the DPI calculator to get the matching sensitivity for every game before you play.

Keep Windows pointer speed at the default notch with Enhance pointer precision off. Most competitive games read raw input and ignore the slider, but the desktop does not, and games without raw input would otherwise receive scaled or accelerated counts.

Checking where you stand

Once you have both numbers, the eDPI calculator below multiplies them and shows your position against the usual pro range for your game, along with cm/360. If the DPI you type is a guess, measure it first with the DPI analyzer; an eDPI built on the wrong DPI will point you in the wrong direction, and it is the single most common reason a copied pro setting does not feel like the pro's.

Related

eDPI
1600
cm/360
26.0cm
in/360
10.2in
Typical pro eDPI in Counter-Strike 2600 – 1100 · typical 880

1600 eDPI is above the usual pro range of 600–1100. Faster than most players; expect less precision on small targets.

Type a target eDPI to get the sensitivity you need at your current DPI.

eDPI = DPI × in-game sensitivity. It only compares players inside the same game; use the sensitivity converter to compare across games.

Frequently asked questions

01

What is the difference between DPI and sensitivity?

DPI is a hardware setting that controls how many counts the mouse sensor reports per inch of movement; sensitivity is a software multiplier inside the game that scales those counts into rotation. DPI affects everything on the computer, including the desktop cursor, while sensitivity affects only that game. Your in-game speed is the product of the two.

02

Is higher DPI better for gaming?

Not by itself. Once sensitivity is adjusted to compensate, 400 and 1600 DPI feel identical in the game. Higher DPI gives slightly finer input steps and a faster desktop cursor, which is why 800 to 1600 is the common choice, but very high values add nothing to aim and can make the cursor hard to control outside the game.

03

Should I use high DPI and low sensitivity or low DPI and high sensitivity?

High DPI with low in-game sensitivity is the safer default on modern mice. It keeps the game's multiplier at or below 1 so no count is scaled up into a larger jump, and the sensor reports finer movement. The difference is small above 800 DPI, so pick the DPI that makes your desktop cursor comfortable and set sensitivity from there.

04

What is eDPI and how does it relate to DPI and sensitivity?

eDPI is DPI multiplied by in-game sensitivity. It collapses the two settings into one number that describes your actual turn speed, so two players with different DPI can compare setups. It only works within one game, because each game converts counts into degrees with its own constant.

05

Does polling rate affect DPI or sensitivity?

No. Polling rate is how often the mouse reports to the computer, measured in Hz, and it changes the smoothness and latency of input, not the distance the view turns. 1000 Hz is the standard for gaming; DPI and sensitivity decide speed, polling rate decides how finely in time that movement is delivered.

06

Does Windows pointer speed count as sensitivity?

It is a third multiplier that sits between the mouse and the game, and it should stay at the default sixth notch with Enhance pointer precision off. Any other position scales or accelerates the counts before the game sees them, unless the game uses raw input. Most competitive games read raw input, but the desktop and some older titles do not.

07

Which should I change first, DPI or sensitivity?

Set DPI once, based on desktop comfort and your sensor's native steps, then do all your aim tuning with in-game sensitivity. Changing DPI later forces you to recalculate sensitivity in every game, while changing sensitivity touches only one game. Treat DPI as fixed infrastructure and sensitivity as the adjustable part.

More DPI tools and guides

Once you know your real DPI, these pages turn it into a sensitivity you can use in every game.