Direct Answer: In DPI vs eDPI comparisons, each metric answers a different question. DPI describes the mouse’s hardware sensitivity setting, eDPI combines DPI with in-game sensitivity for comparisons within the same game, and cm/360 is the most useful cross-game metric because it measures the physical mouse distance required for one complete 360° turn.
By Gaming Station Editorial Team
Last reviewed: August 2026
FPS sensitivity discussions often mix three numbers that are related but not interchangeable:
DPI → eDPI → cm/360
A player might say they use 800 DPI, another might report 240 eDPI, while an aim-training profile lists 45 cm/360. All three can describe parts of a mouse setup, but only when the correct context is provided.
Gaming-mouse manufacturers expose adjustable DPI settings directly in their software. Razer, for example, defines DPI as a mouse-sensitivity measure and allows users to configure specific DPI stages through Synapse.
By contrast, eDPI is a calculated gaming shorthand:
eDPI = mouse DPI × in-game sensitivity
And cm/360 expresses the result physically: how far the mouse must move across the desk to rotate the game camera through 360 degrees. KovaaK’s sensitivity tools use cm/360 as a cross-game sensitivity input and require mouse DPI when translating that physical distance back into a game’s sensitivity value.
This guide explains what DPI and eDPI mean, how cm/360 works, when each metric matters, and how to convert FPS sensitivity correctly between games.
If you want to convert settings quickly, use our mouse sensitivity converter instead of doing every formula manually.
DPI vs eDPI vs cm/360 at a Glance
| Metric | What It Measures | Formula | Best Use |
|---|---|---|---|
| DPI | Mouse sensitivity/input scale | Hardware setting | Configuring the mouse |
| eDPI | DPI combined with game sensitivity | DPI × Sens | Comparing players in the same game |
| cm/360 | Physical distance for a full turn | Game-specific | Comparing or converting between games |
| In-game Sens | Game’s multiplier on mouse input | Game-specific | Fine-tuning one game |
| Polling Rate | Reports sent by mouse per second | Measured in Hz | Input/reporting behavior, not sensitivity |
Razer separately defines mouse polling rate as how frequently the mouse reports its position to the computer, confirming that polling rate and DPI are distinct settings.
Gaming Station verdict
If you need one metric:
- Setting up your mouse: use DPI
- Comparing Valorant players with Valorant players: use eDPI
- Matching Valorant, CS2, Apex, or another FPS: use cm/360
What Is DPI?
DPI stands for dots per inch and is the sensitivity setting applied at the mouse level.
Gaming-mouse vendors use DPI to describe how mouse movement is translated into sensor/input movement. Razer describes lower DPI as requiring more physical mouse movement and higher DPI as producing more movement from the same physical distance.
Common gaming settings include values such as:
- 400 DPI
- 800 DPI
- 1,600 DPI
- 3,200 DPI
Modern gaming mice can support ranges far beyond these values. For example, Logitech’s current HERO 2-equipped products can advertise maximum sensor settings measured in the tens of thousands of DPI, while Razer Synapse allows compatible mice to be configured to specific user-selected DPI values.
But maximum available DPI is not the same thing as your effective FPS sensitivity.
Why DPI Alone Does Not Tell You How Fast Your Aim Is
Consider two players.
Player A
400 DPI
In-game sensitivity: 2.0
Player B
800 DPI
In-game sensitivity: 1.0
Player B’s mouse reports movement at twice Player A’s DPI, but the game sensitivity is half as large.
Their final turning speed may therefore be identical.
That is why saying:
“I play at 800 DPI.”
does not provide enough information to reproduce an FPS sensitivity.
You also need the game’s sensitivity multiplier.
What Is eDPI?
eDPI means effective DPI and combines mouse DPI with in-game sensitivity into one comparison number.
The formula is:
eDPI = DPI × In-game sensitivity
This is a community calculation rather than a setting stored by the mouse itself.
eDPI Example
Suppose a player uses:
- Mouse DPI: 800
- Valorant sensitivity: 0.30
Then:
800 × 0.30 = 240 eDPI
Another player uses:
- DPI: 400
- Valorant sensitivity: 0.60
Then:
400 × 0.60 = 240 eDPI
Within the same game and sensitivity scale, those settings represent the same basic angular sensitivity.
Why eDPI Is Useful
eDPI solves one specific problem.
Imagine a list of five players:
| Player | DPI | In-Game Sens | eDPI |
|---|---|---|---|
| A | 400 | 0.70 | 280 |
| B | 800 | 0.35 | 280 |
| C | 1,600 | 0.175 | 280 |
| D | 800 | 0.25 | 200 |
| E | 800 | 0.50 | 400 |
Without eDPI, the first three setups look different.
With eDPI, it becomes immediately obvious that Players A, B, and C are targeting the same overall sensitivity scale within that game.
That is what eDPI does well.
The Big Limitation of eDPI
eDPI is not a universal FPS sensitivity unit.
This is the most important point in the entire DPI vs eDPI discussion.
Different games can apply mouse sensitivity using different rotational constants.
Therefore:
800 eDPI in Game A does not necessarily equal 800 eDPI in Game B.
Even when:
- DPI is identical
- Numerical eDPI is identical
- Mouse hardware is identical
the physical turn distance can differ.
Counter-Strike 2 provides a clear example of why game scaling matters: Valve currently lists its default horizontal mouse yaw factor, m_yaw, as 0.022, separate from the normal sensitivity setting.
That underlying rotation factor is not included in the basic eDPI formula.
What Is cm/360?
cm/360 is the number of centimeters of physical mouse movement required to rotate the in-game camera exactly 360 degrees.
Example:
Player A
25 cm/360
Player B
50 cm/360
Player A’s setup requires half as much mouse travel for the same full rotation, so Player A’s sensitivity is physically twice as fast.
KovaaK’s officially supports cm/360 as a sensitivity format and provides converters that use it to translate sensitivity between games. Its converter requires the player’s DPI when calculating the corresponding game sensitivity.
Why cm/360 Matters More Across Different FPS Games
Unlike eDPI, cm/360 describes a physical result.
If:
Valorant = 45 cm/360
and you correctly configure CS2 to:
45 cm/360
then approximately the same physical horizontal mouse movement produces one full rotation in both games.
The numerical settings may be completely different.
For example:
Game A sensitivity: 0.35
Game B sensitivity: 1.11
Those numbers appear unrelated.
But if both produce:
46 cm/360
their physical rotational speed is matched.
That makes cm/360 the most useful general-purpose metric for FPS sensitivity conversion.
For a practical game-to-game example, see this Valorant to CS2 sensitivity conversion guide.
DPI vs eDPI vs cm/360 Example
Consider one CS2 setup:
- DPI: 800
- Sensitivity: 1.0
- CS2
m_yaw: 0.022
Valve currently lists m_yaw 0.022 as CS2’s mouse yaw factor.
DPI
800
This tells us the mouse-side setting.
eDPI
800 × 1.0 = 800 eDPI
This is useful for comparing that player with another CS2 player.
cm/360
Using CS2’s yaw factor:
≈ 51.95 cm/360
This tells us the physical mouse travel.
How to Calculate cm/360
For games using a simple linear horizontal rotation scale, the general formula is:
cm/360 = (360 × 2.54) ÷ (DPI × Sensitivity × Yaw)
Because:
360 × 2.54 = 914.4
you can write:
cm/360 = 914.4 ÷ (DPI × Sens × Yaw)
Where:
- DPI = mouse DPI
- Sens = in-game sensitivity
- Yaw = degrees of horizontal rotation produced per mouse count at sensitivity 1
This formula assumes the game’s mouse input behaves linearly under the settings being measured.
CS2 cm/360 Formula
CS2’s current default:
m_yaw = 0.022
Therefore:
cm/360 = 914.4 ÷ (DPI × Sens × 0.022)
Or:
cm/360 ≈ 41,563.64 ÷ (DPI × Sens)
CS2 Example: 800 DPI and 1.0 Sens
Calculation:
41,563.64 ÷ (800 × 1.0)
=
51.95 cm/360
CS2 Example: 400 DPI and 2.0 Sens
Calculation:
41,563.64 ÷ (400 × 2.0)
=
51.95 cm/360
Notice:
Setup A
800 DPI × 1.0 = 800 eDPI
Setup B
400 DPI × 2.0 = 800 eDPI
Both produce the same cm/360 because they are using the same game’s rotation scale.
Why Equal eDPI Works Within One Game
The cm/360 equation contains:
DPI × sensitivity
That product is exactly what eDPI represents.
So, within a game using the same yaw:
Same eDPI → Same cm/360
That makes eDPI excellent for comparing players who use the same title.
Why Equal eDPI Fails Across Games
Now imagine:
Game A
Yaw scale:
0.022
Hypothetical Game B
Yaw scale:
0.044
Both players use:
800 eDPI
Game A:
914.4 ÷ (800 × 0.022) ≈ 51.95 cm/360
Game B:
914.4 ÷ (800 × 0.044) ≈ 25.98 cm/360
The eDPI is identical.
The physical sensitivity is twice as fast in Game B.
This is why cross-game sensitivity calculators need each game’s rotation scale rather than simply matching eDPI. KovaaK’s converter similarly asks users to select both the source and destination games when translating sensitivity.
Which FPS Sensitivity Metric Matters Most?
There is no single answer for every task.
DPI Matters Most When:
You are configuring:
- Gaming mouse software
- Hardware sensitivity stages
- Multiple desktop/game profiles
Razer Synapse and Logitech gaming software both expose DPI as a configurable mouse setting.
eDPI Matters Most When:
You are comparing:
- Valorant player vs. Valorant player
- CS2 player vs. CS2 player
- Your own old and new settings inside one game
Example:
400 DPI × 2 CS2 = 800 eDPI
and:
800 DPI × 1 CS2 = 800 eDPI
Easy comparison.
cm/360 Matters Most When:
You are:
- Moving between different FPS games
- Building a multi-game sensitivity profile
- Using aim trainers
- Verifying sensitivity converters
- Trying to reproduce the same physical turn distance
KovaaK’s supports direct cm/360 configuration and cross-game conversion, illustrating why the physical-distance metric is useful when game sensitivity scales differ.
Gaming Station Ranking of Sensitivity Metrics
| Rank | Metric | Overall Usefulness |
|---|---|---|
| 1 | cm/360 | Best universal comparison |
| 2 | eDPI | Best same-game comparison |
| 3 | DPI | Essential hardware setting |
| 4 | Raw sensitivity number | Useful only with game context |
That does not mean DPI is unimportant.
It means DPI alone answers a different question.
What Mouse DPI Should You Use for Gaming?
There is no single DPI that every FPS player needs to use.
Gaming mice commonly make several values available, and manufacturers explicitly support multiple sensitivity stages. Razer’s current software, for example, allows users to configure individual DPI stages and even separate horizontal and vertical DPI values on compatible mice.
Common FPS starting values include:
- 400 DPI
- 800 DPI
- 1,600 DPI
Razer itself uses 400 DPI and 1,600 DPI as illustrative low- and higher-DPI examples in its gaming-mouse guidance.
The key is not choosing the largest available number.
The key is matching DPI with an appropriate in-game multiplier.
400 vs. 800 vs. 1600 DPI With the Same Effective Sensitivity
Suppose you want:
800 eDPI in CS2
You could use:
| DPI | CS2 Sens | eDPI |
|---|---|---|
| 400 | 2.00 | 800 |
| 800 | 1.00 | 800 |
| 1,600 | 0.50 | 800 |
| 3,200 | 0.25 | 800 |
With the same CS2 yaw factor, all four settings target the same:
≈51.95 cm/360
So changing DPI does not necessarily require changing your physical sensitivity.
You compensate with the in-game sensitivity.
Does Higher DPI Automatically Mean Faster Aim?
No.
Higher DPI means the mouse-side input scale is higher.
But final FPS sensitivity also depends on the game’s sensitivity multiplier.
Example:
Setup A
1,600 DPI
0.25 sensitivity
Setup B
400 DPI
1.00 sensitivity
Both:
400 eDPI
Within the same game, they can produce the same physical cm/360.
So:
Higher DPI ≠ automatically higher final sensitivity
unless the in-game setting remains unchanged.
DPI vs Polling Rate
These are frequently confused.
DPI
Controls the mouse movement/sensitivity scale.
Polling Rate
Measures how frequently the mouse reports its position to the computer.
Razer’s support documentation gives the example that a mouse set to 100 Hz reports its position 100 times per second, or once every 10 milliseconds.
Common polling-rate settings may include values such as:
- 125 Hz
- 500 Hz
- 1,000 Hz
- Higher rates on supported modern mice
But polling rate is not part of eDPI or cm/360 calculations.
Changing polling rate does not mathematically change:
DPI × sensitivity
or the intended angular distance per mouse count.
What Is a Good cm/360?
There is no universally correct cm/360.
A faster sensitivity means:
Lower cm/360
A slower sensitivity means:
Higher cm/360
For example:
| cm/360 | Relative Speed |
|---|---|
| 20 cm | Fast |
| 30 cm | Faster-middle |
| 40 cm | Moderate |
| 50 cm | Slower |
| 70 cm | Very slow |
These labels are broad editorial descriptions, not performance rankings.
KovaaK’s own converter presents sensitivity ranges spanning roughly 10 cm through 85 cm/360, illustrating how wide the practical range can be across aim styles.
The correct sensitivity is the one that supports consistent:
- Flicking
- Tracking
- Micro-adjustments
- Turning
- Recoil control
for the game being played.
Tactical FPS vs. Tracking FPS Sensitivity
Different game demands may justify different sensitivities.
A tactical shooter often emphasizes:
- Small corrections
- Head-level crosshair placement
- Angle clearing
- Controlled flicks
A faster tracking-oriented shooter can require more:
- Continuous target tracking
- Rapid camera movement
- Vertical movement
- Frequent wide turns
This is one reason forcing exactly the same cm/360 in every game is optional rather than mandatory.
cm/360 provides a reliable baseline.
It does not tell you that every FPS must use that same baseline forever.
What Is the Best Metric for Aim Trainers?
cm/360 is usually the cleanest metric.
KovaaK’s lets users enter cm/360 directly as the horizontal sensitivity format and provides a dedicated cm/360 converter.
That lets you say:
“I want 45 cm/360.”
instead of needing to remember:
- Valorant sens
- CS2 sens
- Apex sens
- Another game’s arbitrary scale
The physical distance becomes the reference.
How to Convert FPS Sensitivity Between Games
The general goal is:
cm/360 in Game A = cm/360 in Game B
For linear sensitivity systems:
DPI_A × Sens_A × Yaw_A = DPI_B × Sens_B × Yaw_B
Solve for the destination sensitivity:
Sens_B = (DPI_A × Sens_A × Yaw_A) ÷ (DPI_B × Yaw_B)
Same-DPI Sensitivity Conversion Formula
If DPI remains identical:
Sens_B = Sens_A × (Yaw_A ÷ Yaw_B)
This is the mathematical basis behind many FPS sensitivity-conversion multipliers.
Different-DPI Sensitivity Conversion Formula
If DPI also changes:
Sens_B = Sens_A × (DPI_A ÷ DPI_B) × (Yaw_A ÷ Yaw_B)
Example structure:
Source:
- 800 DPI
- sensitivity X
- yaw A
Destination:
- 1,600 DPI
- yaw B
The destination sensitivity must account for:
- Different game scale
- Different mouse DPI
Ignoring either will change cm/360.
Convert From a Desired cm/360
If you already know your target physical sensitivity:
Sensitivity = 914.4 ÷ (cm/360 × DPI × Yaw)
For CS2:
Sensitivity = 41,563.64 ÷ (cm/360 × DPI)
because Valve currently lists CS2’s default m_yaw at 0.022.
Example: Find CS2 Sensitivity for 45 cm/360
Target:
45 cm/360
DPI:
800
Formula:
41,563.64 ÷ (45 × 800)
=
1.1545
So use approximately:
1.155 CS2 sensitivity
Example: Find CS2 Sensitivity for 35 cm/360
DPI:
800
Calculation:
41,563.64 ÷ (35 × 800)
=
1.4844
CS2:
≈1.484
CS2 cm/360 Reference Table at 800 DPI
| CS2 Sens | eDPI | Approx. cm/360 |
|---|---|---|
| 0.50 | 400 | 103.9 cm |
| 0.75 | 600 | 69.3 cm |
| 1.00 | 800 | 52.0 cm |
| 1.25 | 1,000 | 41.6 cm |
| 1.50 | 1,200 | 34.6 cm |
| 2.00 | 1,600 | 26.0 cm |
| 2.50 | 2,000 | 20.8 cm |
Calculations use Valve’s current default CS2 horizontal yaw factor of 0.022.
Does FOV Change cm/360?
No—not mathematically.
cm/360 measures:
physical mouse movement → angular camera rotation
Field of view does not appear in that formula.
If your sensitivity is 40 cm/360, a 360-degree turn remains 40 centimeters regardless of how wide the rendered FOV appears.
However, FOV can change perceived sensitivity.
A narrower view can make camera movement appear visually faster across the monitor, while a wider field can change the apparent relationship between crosshair motion and objects near the edges.
That distinction is why:
same cm/360 ≠ guaranteed identical visual feel
between every FPS.
cm/360 vs Monitor-Distance Matching
cm/360 matches angular rotation.
Monitor-distance conversion attempts to match visual movement on the screen around a chosen part of the display.
Neither method is universally superior.
Use cm/360 when:
- You value consistent physical mouse travel
- You switch between hip-fire FPS games
- You want an easy universal reference
Consider visual/monitor matching when:
- FOV changes dramatically
- Scope magnification changes
- Small crosshair corrections are more important than full rotations
For most players building a simple multi-game sensitivity setup, cm/360 is the easier baseline.
Does Resolution Change cm/360?
Changing:
- 1920×1080
- 2560×1440
- 4K
does not itself change the physical cm/360 formula.
The formula depends on:
- DPI
- In-game sensitivity
- Game rotation scale
not the monitor’s pixel count.
However, visual appearance can change because of scaling, aspect ratio, and FOV configuration.
Should Scoped Sensitivity Use the Same cm/360?
Not necessarily.
Scopes can apply:
- Different FOV
- Additional sensitivity multipliers
- Different magnification levels
For example, CS2 exposes separate mouse scaling when the field of view is zoomed in addition to its base sensitivity variables. Valve’s console-variable documentation distinguishes the normal sensitivity setting from zoomed sensitivity behavior.
So:
Hip-fire cm/360 should be converted separately from ADS/scoped sensitivity.
Is eDPI Useless?
No.
eDPI is extremely useful when used correctly.
Good use
“Player A and Player B both use 280 Valorant eDPI.”
That immediately enables a same-game comparison.
Bad use
“My Valorant eDPI is 280, so I should use 280 eDPI in CS2.”
That ignores the games’ different mouse scaling.
Is DPI Useless If You Know cm/360?
Also no.
You still need DPI because it determines the mouse-side input scale.
KovaaK’s cm/360 converter explicitly requires DPI to determine the in-game sensitivity needed to produce a target cm/360.
For example:
Target:
50 cm/360
The in-game setting needed at:
400 DPI
will generally differ from the setting required at:
1,600 DPI.
Common DPI vs eDPI Mistakes
| Mistake | Why It’s Wrong | Better Approach |
|---|---|---|
| Comparing DPI alone | Ignores game sensitivity | Use eDPI or cm/360 |
| Comparing eDPI across different games | Ignores game rotation scale | Use cm/360 |
| Copying another player’s sensitivity number | DPI may differ | Check DPI first |
| Assuming higher DPI means higher final sens | Game sens can compensate | Calculate effective sensitivity |
| Including polling rate in eDPI | It measures reporting frequency | Keep it separate |
| Matching hip-fire and scopes blindly | Zoom scales can differ | Convert separately |
| Changing sensitivity with resolution | Resolution isn’t in cm/360 formula | Keep physical metric |
| Treating cm/360 as the only “correct” sens | Playstyles differ | Use it as a reference |
Best Way to Record Your FPS Sensitivity
Instead of writing:
“My sens is 0.35.”
record:
- Game: Valorant
- DPI: 800
- Sensitivity: 0.35
- eDPI: 280
- cm/360: calculated physical value
- ADS/Scope: separate
- Polling rate: optional hardware note
This gives you enough information to reproduce or convert the setup later.
FPS Sensitivity Settings: Practical Workflow
Step 1: Choose a Stable DPI
Configure a mouse DPI through the manufacturer’s software and avoid accidentally cycling between stages. Razer Synapse, for example, supports configurable sensitivity stages and dedicated controls for cycling through them.
Step 2: Find a Comfortable In-Game Sensitivity
Do this in your main FPS rather than constantly copying professional settings.
Step 3: Calculate eDPI
Use:
DPI × sensitivity
Save it for same-game comparisons.
Step 4: Calculate cm/360
This becomes your physical baseline.
Step 5: Convert Other Games From cm/360
You can also find more setup helpers in our gaming tools and calculators hub.
KovaaK’s converter follows this basic workflow by letting users translate sensitivity across selected games and display cm/360 when DPI is supplied.
Step 6: Fine-Tune Per Game
If a converted setting feels wrong because of FOV, movement, scopes, or game mechanics, adjust slightly rather than treating the original cm/360 as mandatory.
DPI vs eDPI vs cm/360 Cheat Sheet
DPI
What it tells you:
Mouse hardware sensitivity setting.
Example:800 DPI
eDPI
Formula:
DPI × in-game sensitivity
Example:
800 × 0.30 = 240 eDPI
Best for:
Same-game comparison.
cm/360
What it tells you:
Physical centimeters required for one complete turn.
Generic formula:
914.4 ÷ (DPI × Sens × Yaw)
Best for:
Cross-game comparison and conversion.
Cross-Game Conversion
Sens B = (DPI A × Sens A × Yaw A) ÷ (DPI B × Yaw B)
Which Metric Should You Use?
| Situation | Use |
|---|---|
| Configuring mouse hardware | DPI |
| Comparing Valorant players | eDPI |
| Comparing CS2 players | eDPI |
| Valorant → CS2 conversion | cm/360 |
| FPS → aim trainer | cm/360 |
| Changing from 800 to 1600 DPI | DPI + eDPI/cm360 |
| Sharing complete aim settings | DPI + sens + cm/360 |
| Comparing different games | cm/360 |
| Configuring scoped sensitivity | Separate zoom metric |
Final Verdict
The DPI vs eDPI question has no single winner because the metrics describe different layers of FPS input.
DPI is the mouse-level sensitivity setting. Gaming manufacturers expose it directly through software such as Razer Synapse and Logitech gaming profiles.
eDPI combines:
DPI × in-game sensitivity
and is the most convenient way to compare players inside the same game.
But eDPI does not account for the game’s rotational scale. Counter-Strike 2, for example, currently uses a default horizontal m_yaw factor of 0.022, demonstrating that another variable sits between an arbitrary sensitivity number and actual camera rotation.
cm/360 is therefore the most useful overall FPS sensitivity metric when comparing different games. It tells you something concrete:
How many centimeters must the mouse physically travel for one complete rotation?
That is also why sensitivity-conversion tools such as KovaaK’s support cm/360 directly when translating between games.
The practical hierarchy is:
DPI for hardware → eDPI for same-game comparisons → cm/360 for cross-game sensitivity.
If settings are only one part of your decision, this guide on how to choose your next game can help with the bigger choice.
Frequently Asked Questions
What is the difference between DPI and eDPI?
DPI is the mouse’s sensitivity setting, while eDPI combines that setting with the game’s sensitivity multiplier. The formula is eDPI = DPI × in-game sensitivity. DPI alone cannot describe final FPS turning speed because it does not include the game’s sensitivity setting.
What is eDPI?
eDPI, or effective DPI, is a calculated value used to compare sensitivity setups within the same game. For example, 800 DPI at 0.35 sensitivity produces 280 eDPI, while 400 DPI at 0.70 also produces 280 eDPI.
Is eDPI the same across every game?
No. Different games use different mouse rotation scales, so identical eDPI values can produce different cm/360 measurements. For cross-game comparison, use cm/360 or a converter that accounts for both games’ sensitivity scales.
What does cm/360 mean?
cm/360 is the physical distance, measured in centimeters, that you must move your mouse to rotate the in-game camera through one complete 360-degree turn. KovaaK’s supports cm/360 directly in its sensitivity and conversion tools.
Is cm/360 better than eDPI?
For cross-game conversion, yes. cm/360 describes physical mouse travel and is independent of the arbitrary sensitivity number displayed by a game. eDPI is more convenient when comparing players within the same title.
Does changing DPI change cm/360?
It does unless you compensate by changing in-game sensitivity. Doubling DPI while halving the game’s sensitivity keeps the same DPI × sensitivity product and, within the same linear game scale, preserves the same cm/360.
What DPI should I use for FPS games?
There is no universal requirement. Values such as 400, 800, and 1,600 DPI are common practical starting points, and gaming-mouse software supports configurable DPI stages. The final physical sensitivity depends on DPI and in-game sensitivity, not DPI alone.
Does polling rate affect eDPI?
No. Polling rate describes how frequently the mouse reports its position to the computer, while eDPI is calculated from DPI and in-game sensitivity. Razer documents polling rate and DPI as separate mouse parameters.
