Useful Stuff

Sensitivity converter

Same mouse, same muscle memory, different game. This converts your sensitivity so a full turn takes exactly the same mousepad distance in both games.

How the conversion works

Every engine turns your view by a fixed number of degrees per mouse count per point of sensitivity — its yaw constant. CS2 and Apex share 0.022, Valorant uses 0.07, Overwatch 2 and modern CoD use 0.0066, Fortnite counts in percent. Converting is just keeping degrees-per-count equal: multiply your sens by the ratio of the two yaws. That's the entire trick, and it's why the converted numbers look so different while feeling identical.

DPI is optional here because it cancels out — if your DPI doesn't change between games, the conversion is exact without it. Add it anyway and you also get your cm/360: the physical distance a full turn takes, which is the only sensitivity number that means the same thing in every game ever made.

One honest caveat: this matches hipfire feel. Scoped and ADS sensitivities scale differently per game and per zoom level, so snipers should treat the converted value as a starting point, not gospel. Rust's constant is community-measured rather than developer-published, so treat Rust conversions as very close rather than exact.

Questions

Why is my Valorant number so much smaller than my CS2 number?

Valorant's engine turns you about 3.18 times further per sensitivity point than CS2's (yaw 0.07 vs 0.022), so the number shrinks by that ratio while the feel stays identical. Small number, same aim.

Do I need to enter my DPI?

Not for the conversion — as long as you use the same DPI in both games, it cancels out exactly. Enter it if you want your cm/360 too, which is worth knowing as your one universal sensitivity.

Does this handle scoped and ADS sensitivity?

No — it matches hipfire. Games handle zoom scaling differently (and often per-scope), so a perfect hipfire match can still feel off in scopes. Convert hipfire here, then tune ADS in game.

What about games not in the list?

Only games with reliable yaw constants are listed — a wrong constant would silently ruin your aim, which is worse than making you convert through cm/360 manually. The cm/360 calculator on this site is the universal fallback for any game.

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