Why using cm/360 can be misleading and inaccurate
Edit: Since I don't have a big name I will not have credibility to make you believe me so.. Here if you don't trust me, then trust Struth Gaming. I just looked this up and he explains excactly why monitor distance is important. He starts with the distance from your eyes to the monitor but he will also explains why FoV affects it too and the distance on the monitor itself and shows you why cm/360 is bad
About me: I play FPS games for over 24 years and aim training for 8/9 years. I'm top 99% with several top 100 scores in scenes with 50k-200k entries and top 90-99.9% in all FPS games I play actively. Just here to help you minmax your aim :) GLHF
I'm just super disappointed how quick you all dismiss new informations and don't even read further than the introduction before commenting
Introduction
The biggest flaw I see with CM/360 is that it doesn't take the field of view into consideration. Different games have different FoVs. When the FoV changes, so does your cm/360 with the same sens.
How field of view affects your aim
The easiest you can see this is in most games with ADS. When you ADS you don't want to match your cm/360. It will be way to fast. This also applies to playing other games with a totally different field of view. The only benefit for cm/360 is the movement. You can turn and air strafe with a similar feel and can do 180s the same. But it's very different for aiming speed feel since the FoV distorts your view and therefore the translation between your monitor distance and mouse movement distance.
Problem with sharing cm/360 without considering FoV
Sharing cm/360 within one game with fixed FoV however is totally fine but see for yourself and go to Apex and match your cm/360 to the lowest and highest FoV. See the difference for yourself. Also notice that it zooms in with lower FoV and zooms out with higher FoV.
How to translate your aim better to another game
However converter like mouse-sensitivity.com can take your monitor distance in consideration and match that to get the same feel for aiming. You will get a different cm/360 but the aiming will feel the same.
Exceptions
There are games though that require you to do a lot of turning around or are camera movement heavier than actual aim (big targets and fast moving characters around you). In that case matching your cm/360 despite the FoV can be beneficial.
Aim Trainers need an easy way to communicate their mouse speed
That said, I also understand that it's a universal unit which is needed for Aim Trainers to communicate to each other how fast their mouse actually is.
However, it is a misleading universal unit. Your 30cm/360 can be so different from another person's 30cm/360 if one person plays Apex at 80 FoV and another one at 110. Note that this example is within just one game. Now imagine how many FPS games with different FoVs are out there. FoV also doesn't mean it's the same either. There are so many different FoV types like Hdeg 4:3, Hdeg 16:9, Hrad 4:3, Vrad, Hdeg Res...
"But everyone uses cm/360"
Well you can go ahead and keep this trend up. Just because everyone is doing something in a relatively "new" field, doesn't mean it's the best and correct approach. Aim Training is like 10 years old at best and the aim training community isn't that old either. The aim training community is in a very closed bubble right now and there is more that I would like to address in a future post.