Formula used
The hip-fire calculation uses mouse counts, DPI, game sensitivity, and the yaw multiplier. The core formula is cm/360 = 2.54 × 2π ÷ (DPI × sensitivity × multiplier × base angular unit). This page treats the 0.005729577951 base angular unit as radians per mouse count. Inches per turn equal centimeters divided by 2.54.
Effective DPI is shown as DPI multiplied by horizontal sensitivity. That value helps compare two Siege profiles using the same multiplier. Target sensitivity after a DPI change equals current DPI multiplied by current sensitivity, then divided by target DPI.
Hip cm/360 = (2.54 × 2π) / (DPI × sensitivity × multiplier × 0.005729577951) Target sensitivity = (current DPI × current sensitivity) / target DPI Converted sensitivity = (source sensitivity × source DPI × source yaw) / (target DPI × target yaw)
How to use this calculator
Select mouse or controller before entering settings. Mouse users should copy DPI, horizontal sensitivity, vertical sensitivity, FOV, and optic ADS values. Keep the default multiplier unless the game configuration file contains another value.
Choose a target DPI when planning hardware changes. Use the target sensitivity result to preserve the same hip-fire turn distance. Review each optic row before copying new ADS values into the game.
Controller users should enter look speeds and dead zones. The report highlights values that may cause drift or weak center control. Test every change inside the shooting range before ranked play.
Understanding the matching methods
Neutral visuomotor matching keeps every optic at 50. This approach aims for a consistent relationship between hand movement and movement across the monitor. It does not force every optic to share identical cm/360.
Constant 360 matching tries preserving identical turning distance. High magnification can feel excessively fast with that method. The calculated slider is a linear estimate and becomes capped at the supported input range.
Monitor-distance matching blends neutral behavior toward constant-turn behavior. A zero percent selection stays neutral. A larger percentage shifts each optic toward faster rotational matching.
Example sensitivity data
| DPI | Horizontal | Yaw | Approximate cm/360 | Use case |
|---|---|---|---|---|
| 400 | 12 | 0.02 | 29.03 | Balanced precision profile |
| 800 | 6 | 0.02 | 29.03 | Equivalent DPI profile |
| 800 | 10 | 0.02 | 17.42 | Fast mixed aiming |
| 1600 | 5 | 0.02 | 17.42 | Equivalent high-DPI profile |
Practical setup guidance
Start with a comfortable hip-fire distance and enough mousepad space. Keep horizontal and vertical values equal unless a tested reason supports another ratio. Avoid changing DPI, FOV, ADS, and multiplier simultaneously.
Use a repeatable drill for every comparison. Measure small corrections, tracking, ninety-degree turns, and one-eighty-degree turns. Keep the better profile only after several consistent tests.
Polling rate does not change the formula directly. A stable rate can still affect input smoothness and system performance. Raw input normally reduces operating-system pointer influence.
Frequently asked questions
What does cm/360 mean?
It is the physical mouse distance required for one complete camera rotation. A larger value means lower sensitivity.
Does changing resolution change cm/360?
Resolution normally does not change physical turn distance. Aspect ratio and FOV can change perceived movement across the screen.
Should every ADS optic use 50?
Fifty is a neutral published baseline for visuomotor consistency. Personal preference may support different optic values.
Can every optic have identical cm/360?
A constant-turn profile can approximate that goal. High magnification may then feel disorienting or overly quick.
What is eDPI?
This page shows DPI multiplied by horizontal sensitivity. Compare eDPI only when the same game multiplier is used.
Why include a custom yaw multiplier?
Some players edit configuration values for finer slider control. The custom field keeps calculations aligned with that file.
Does Windows pointer speed matter?
Raw mouse input can bypass much operating-system scaling. Keeping six out of eleven remains a common desktop baseline.
How should controller dead zones be selected?
Use the smallest values that avoid unwanted drift. Increase them slowly when the camera or movement wanders.
Are cross-game conversions exact?
Physical distance matching can be accurate with correct yaw coefficients. FOV, acceleration, and ADS systems may still feel different.
Why does the calculator call ADS results estimates?
Siege applies a visuomotor model and focal-length behavior. A simple public web formula cannot mirror every internal step.
Should I copy professional player settings?
Use them only as starting points. Hardware, grip, posture, mousepad space, and practice habits change personal comfort.