Video Game Sensitivity Converter

Match Your Aim Across Games — Instantly.

Match physical hip-fire turn distance using the documented reference models below.

Positive decimal; Valorant planning maximum 10. ADS is excluded.

Whole number from 50 to 100,000.

Whole number from 50 to 100,000.

Converted sensitivity

1.113

Set Counter-Strike 2 to this sensitivity at 800 DPI.

Physical mouse movement

46.68 cm / 360°
18.38 in / 360°

Source eDPI
280
Target eDPI
890.4

eDPI is only directly comparable inside the same game/sensitivity scale. Equal eDPI across games does not mean equal physical aim.

360° Match

From: Valorant
0.35 sensitivity
800 DPI

To: Counter-Strike 2
1.113 sensitivity
800 DPI

Physical mouse movement: approximately 46.68 cm/360.

Exact physical-turn match within the selected reference models

Reference verification is not measurement of your game installation. Use default yaw and unaccelerated mouse input, and confirm with a full turn in game.

Uses current KovaaK’s 0.06996, rather than its historical 0.07. Exact arithmetic within this reference model; confirm distance in game. Default m_yaw only. Source SDK is engine evidence, not CS2 source code; current CS2 reference corroborates 0.022. Modified yaw or acceleration invalidates this preset.

Target sensitivity = source sensitivity × source yaw × source DPI ÷ (target yaw × target DPI).

FOV, aspect ratio, ADS/zoom behavior, scope multipliers, acceleration, raw-input behavior and game-specific mechanics may change perceived aim feel. Matching a reference model does not guarantee identical muscle memory or an exact measured in-game distance.

How to use

Match Your Aim Across Games — Instantly. Convert physical hip-fire turn distance using documented mouse sensitivity models and separate source and target DPI.

Select source and target games, enter source hip-fire sensitivity, and enter both DPI values. Results update immediately for valid supported inputs. The default is Valorant at 0.35 and 800 DPI to Counter-Strike 2 at 800 DPI. DPI presets are shortcuts, not recommendations. Swap promotes the unrounded converted number and exchanges DPI; Reset restores the defaults. Copy result exports a validated summary.

Rainbow Six Siege and Fortnite stay visible with a clear pending-verification state. They produce no numeric conversion. JavaScript is needed for interactive controls; this guide and the example remain readable without it.

How sensitivity conversion works

For a linear yaw model, yaw is degrees of horizontal rotation per mouse count at sensitivity 1. Multiplying yaw by sensitivity gives angular response per count; DPI connects counts to inches of physical movement.

in/360 = 360 ÷ (DPI × sensitivity × yaw). cm/360 = (360 × 2.54) ÷ (DPI × sensitivity × yaw).

Target sensitivity = (source sensitivity × source yaw × source DPI) ÷ (target yaw × target DPI). The formula equates physical turn distances; it does not equate sensitivity labels across game menus.

What cm/360 means

A complete turn ends facing the same direction. Measure mouse travel across a pad while turning horizontally in a safe practice area, without lifting the mouse. Repeat a few turns to check your measurement. The result is a useful physical comparison even when game sensitivity scales differ. It does not describe recoil, vertical pitch or aiming performance.

What eDPI means

eDPI = DPI × sensitivity. For our default, source eDPI is 280 and target eDPI is 890.4. They differ because the games use different yaw scales. Equal eDPI is directly comparable only within the same game/sensitivity scale; equal modeled cm/360 is the comparison used here.

How DPI affects sensitivity

DPI represents reported mouse counts per inch. With a fixed game model and sensitivity, doubling DPI halves cm/360. To keep distance constant after doubling target DPI, halve target sensitivity. Both DPI inputs accept whole values from 50 to 100,000. Sensor calibration and software overrides can make measured DPI differ from its setting.

Worked examples: Valorant to CS2 and back

Current preset: Valorant yaw 0.06996; CS2 yaw 0.022. At equal DPI, Valorant → CS2 multiplies by 3.1799999999999997. CS2 → Valorant multiplies by 0.31446540880503143. Different DPI requires the additional source/target DPI ratio.

Worked example: default physical match

Worked default: 0.35 × 0.06996 × 800 ÷ (0.022 × 800) = 1.113. Physical movement is 46.68 cm/360 or 18.38 in/360.

Why not 0.07? KovaaK’s original release used 0.07; its current converter uses 0.06996. This tool follows the current reference, so the older 1.113636… example is not its live result. Neither is presented as a Riot-published specification.

Why aim can still feel different

Matching a full-turn distance preserves modeled horizontal hip-fire rotation. Field of view and aspect ratio change visual projection; ADS and scopes apply other scales. Acceleration, raw-input implementation, smoothing and game mechanics may change perceived aim. A matching reference result does not promise identical muscle memory.

Hip-fire vs ADS sensitivity

Hip-fire means the ordinary unzoomed view. ADS means aiming down sights. Zoomed views may use weapon, scope or hero-specific multipliers and different projection rules. No ADS, scope, zoom, FOV or monitor-distance conversion is performed here. Enter the ordinary horizontal mouse setting only.

Supported game formulas

References checked 2026-10-09. A checked reference is evidence for a preset, not a measurement of your current installation. The turn-match status describes exact arithmetic within the selected models.

Valorant

Linear yaw: 0.06996 degrees/count at sensitivity 1. Rotation = counts × sensitivity × 0.06996. Planning sensitivity bound: greater than 0 through 10.

Current aim-trainer reference; not a Riot specification. Uses current KovaaK’s 0.06996, rather than its historical 0.07. Exact arithmetic within this reference model; confirm distance in game. Verification date: 2026-10-09.

KovaaK’s: Valorant to CS2 — current reference yaw (opens in a new tab)

Counter-Strike 2

Linear yaw: 0.022 degrees/count at sensitivity 1. Rotation = counts × sensitivity × 0.022. Planning sensitivity bound: greater than 0 through 100.

Valve Source implementation, corroborated for CS2 by current KovaaK’s reference. Default m_yaw only. Source SDK is engine evidence, not CS2 source code; current CS2 reference corroborates 0.022. Modified yaw or acceleration invalidates this preset. Verification date: 2026-10-09.

Valve Source SDK: mouse input and m_yaw (opens in a new tab)

Current KovaaK’s CS2 corroboration (opens in a new tab)

Apex Legends

Linear yaw: 0.022 degrees/count at sensitivity 1. Rotation = counts × sensitivity × 0.022. Planning sensitivity bound: greater than 0 through 20.

Current aim-trainer reference; not a Respawn specification. Default hip-fire PC mouse model only. No custom yaw, acceleration, ADS or scope conversion. Verification date: 2026-10-09.

KovaaK’s: Apex Legends to Overwatch — reference yaw values (opens in a new tab)

Overwatch 2

Linear yaw: 0.0066 degrees/count at sensitivity 1. Rotation = counts × sensitivity × 0.0066. Planning sensitivity bound: greater than 0 through 100.

Current aim-trainer Overwatch scale; not a Blizzard specification. Standard PC mouse hip-fire scale. Hero-specific, scoped and zoom modifiers are excluded. Verification date: 2026-10-09.

KovaaK’s: Apex Legends to Overwatch — reference yaw values (opens in a new tab)

Rainbow Six Siege

Multiplier model: hip-fire input yaw = input yaw × (0.02 × horizontal sensitivity). Default horizontal slider: integer 1–100. Absolute degrees/count is unresolved; numeric cross-game conversion is disabled.

Official multiplier relationship; absolute angular calibration unresolved. Ubisoft documents input yaw × (0.02 × horizontal sensitivity), but does not establish degrees per raw mouse count. Exact conversion pending formula verification. Verification date: 2026-10-09.

Ubisoft: FOV and Input Sensitivity (opens in a new tab)

Fortnite

Exact conversion pending formula verification. No yaw constant is shipped.

Official percentage controls; current exact yaw unverified. Exact conversion pending formula verification. Epic describes X/Y percentage settings without an angular formula; historical third-party scales are insufficient to establish current exact behavior. Verification date: 2026-10-09.

Epic Games: Fortnite PC settings — percentage controls (opens in a new tab)

Precision and rounding

Calculations keep full floating-point precision. Sensitivity usually uses 4–6 decimal places, with extra places when needed to keep displayed turn-distance error below 0.0001% of the model. Trailing zeros disappear. cm/360 and in/360 display two decimals, with extra precision below 0.01 to avoid displaying a positive distance as zero. Copy and Swap use the canonical number rather than the rounded display. Extremely small values that cannot be displayed reliably produce a validation message. Game settings can have coarser increments than our display.

Troubleshooting mouse feel

Check the selected game, ordinary hip-fire setting, source DPI and target DPI. Check hardware profiles, operating-system acceleration and any game-specific input modifications. Confirm that custom yaw, ADS or zoom settings are not being mixed with hip-fire values. Compare a measured full turn in a practice area, then inspect FOV and aspect ratio if the motion looks different. Unsupported games need an independently verified angular model before an exact conversion can be enabled.

Assumptions and limitations

FOV, aspect ratio, ADS/zoom behavior, scope multipliers, acceleration, raw-input behavior and game-specific mechanics may change perceived aim feel. Matching a reference model does not guarantee identical muscle memory or an exact measured in-game distance.

Positive finite plain-decimal sensitivity only, bounded separately per preset. Those bounds limit this tool’s supported planning range; they are not claims about every game configuration. Integer DPI is centrally validated from 50 to 100,000. Invalid drafts, unknown games, unsupported models, nonfinite results and target settings outside the planning range fail closed. Locale-aware numeric controls accept familiar decimal notation; malformed separators, expressions, script text and exponent notation are rejected.

All calculation occurs in this tab. No accounts, saved settings, storage, cookies or network calculation are added. Refresh clears the inputs. No private draft is included in the copy summary.

FAQ

What is a sensitivity converter?

It rescales a mouse sensitivity setting to preserve modeled physical hip-fire turn distance across supported games. It does not choose an optimal sensitivity for you.

What is cm/360?

It is the centimeters of mouse travel required for one complete horizontal turn. A higher value means more movement for the same rotation.

What is eDPI?

Effective DPI is mouse DPI multiplied by in-game sensitivity. It is useful for comparing settings within one game and sensitivity scale.

Does equal eDPI mean equal sensitivity across games?

Only if the angular response models are also equal. Different yaw values mean the same eDPI can produce different turn distances. Compare cm/360 instead.

How do I convert Valorant sensitivity to CS2?

At equal DPI, multiply by 3.1799999999999997 using our current reference preset. With different DPI, also multiply by source DPI divided by target DPI. The reverse conversion divides by that yaw ratio.

Why does converted sensitivity still feel different?

The calculation matches a horizontal physical turn under the selected reference models. Visual projection, input processing, zoom and game mechanics can change the feel.

Does FOV affect aim feel?

Yes. The same angular rotation can cover different screen distances at different fields of view. This tool does not perform monitor-distance or FOV matching.

Does this convert ADS sensitivity?

No. Aiming down sights, scopes, zoom and hero-specific settings require separate models and are excluded from v1.

Does mouse acceleration affect the result?

Yes. Acceleration makes angular response depend on movement speed, so a single linear cm/360 model may no longer describe your aim.

Can I use different DPI in the target game?

Yes. Enter target DPI separately. Doubling target DPI halves the required target sensitivity while preserving the modeled turn distance.

Sources

Checked October 9, 2026. Valve provides direct Source engine implementation evidence. Current KovaaK’s references supply the supported game scales; they are aim-trainer references rather than publisher specifications for Valorant, Apex or Overwatch. Ubisoft supports Siege’s multiplier relationship, and Epic supports Fortnite’s percentage-control description. Those last two sources do not establish an absolute current turn model for this tool.