Why do different games need such different sensitivity numbers?
Because each engine defines its own constant for degrees turned per mouse count at sensitivity 1, the yaw; CS2 uses 0.022 and Valorant uses 0.07, more than three times larger, so the same sensitivity number produces very different turns from one game to the other.
What is cm/360 and why is it the universal metric?
It is the physical distance, in centimeters, the mouse travels across the desk to spin the view exactly 360 degrees; since it only depends on DPI, sensitivity and yaw, not on each game's native sensitivity unit, it is the one number that compares equally across CS2, Valorant, and any other constant-yaw game.
Why aren't Rainbow Six Siege and Fortnite in the list?
Because both apply a sensitivity curve that changes with field of view instead of a simple fixed-yaw multiplication; without one single constant, any conversion would turn into a guess, and this tool would rather leave a game out than publish a number that is not exact.
Does changing DPI change cm/360 if I do not touch the in-game sensitivity?
Yes: since cm/360 is inversely proportional to DPI in the formula, doubling the DPI without adjusting the in-game sensitivity cuts cm/360 in half, meaning the same physical mouse distance now turns the view twice as far; that is why switching mice requires recalculating both together.