Sensitivity Converter
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Formula
cm/360 = (360 x 2.54) / (DPI x Sens x Yaw) | Target = solve for same cm/360
The conversion works by first calculating cm/360 from the source game using its DPI, sensitivity, and yaw value. Then solving for the target sensitivity that produces the same cm/360 with the target game yaw and DPI. The yaw value is the engine-specific degrees-per-count multiplier unique to each game.
Worked Examples
Example 1: CS2 to Valorant Conversion
Problem: A CS2 player uses 800 DPI, 1.2 sensitivity (yaw 0.022). Convert to Valorant (yaw 0.07) at the same DPI.
Solution: Source cm/360 = (360 x 2.54) / (800 x 1.2 x 0.022)\n= 914.4 / 21.12 = 43.30cm\nTarget sensitivity = (360 x 2.54) / (43.30 x 800 x 0.07)\n= 914.4 / 2424.8 = 0.37714\nVerify: (360 x 2.54) / (800 x 0.37714 x 0.07)\n= 914.4 / 21.12 = 43.30cm (matches)
Result: Valorant Sensitivity: 0.377143 | cm/360: 43.30cm | Speed: Low
Example 2: Overwatch 2 to Apex Legends
Problem: An Overwatch 2 player uses 1600 DPI, 4.5 sensitivity (yaw 0.0066). Convert to Apex Legends (yaw 0.022) at 800 DPI.
Solution: Source cm/360 = (360 x 2.54) / (1600 x 4.5 x 0.0066)\n= 914.4 / 47.52 = 19.24cm\nTarget sensitivity = (360 x 2.54) / (19.24 x 800 x 0.022)\n= 914.4 / 338.62 = 2.70050\nVerify: (360 x 2.54) / (800 x 2.70050 x 0.022)\n= 914.4 / 47.53 = 19.24cm (matches)
Result: Apex Sensitivity: 2.700500 | cm/360: 19.24cm | Speed: Medium-High
Frequently Asked Questions
What is sensitivity conversion and why is it needed across games?
Sensitivity conversion is the process of translating your mouse sensitivity settings from one game to another so that the same physical mouse movement produces the same amount of camera rotation in both games. This is necessary because different game engines use different internal units for processing mouse input, known as yaw values. Counter-Strike uses a yaw of 0.022, meaning each mouse count rotates the view by 0.022 times the sensitivity value in degrees. Overwatch 2 uses approximately 0.0066, and Valorant uses 0.07. Without conversion, a sensitivity of 2.0 in CS2 produces completely different cursor behavior than 2.0 in Valorant. Proper conversion preserves your muscle memory built over hundreds or thousands of hours of play.
How is cm/360 calculated and why is it the universal sensitivity metric?
Cm/360 (centimeters per 360-degree turn) is calculated by determining how many physical centimeters of mouse movement are needed to complete a full 360-degree camera rotation. The formula is: cm/360 = (360 x 2.54) / (DPI x In-Game Sensitivity x Yaw). This metric is universal because it measures the physical distance of mouse movement, which is what your arm and wrist muscles actually execute. Regardless of DPI, sensitivity setting, or yaw value, the same cm/360 produces the same physical movement requirement. For example, 35 cm/360 means moving your mouse exactly 35 centimeters to the right will spin your view one complete revolution. Converting between any two games simply means finding the target sensitivity that produces the same cm/360.
Should I use the exact converted sensitivity or round to a cleaner number?
This depends on the precision of the target game sensitivity slider and your personal ability to perceive small differences. Mathematically exact conversions often produce numbers like 0.314159 which can be awkward to remember and type. If the exact conversion is 0.314, rounding to 0.31 represents about a 1.3% deviation which is below most players perceptual threshold. However, rounding to 0.3 represents a 4.5% deviation which some players can feel, particularly during long-range tracking and flick shots. The general recommendation from professional sensitivity conversion communities is to round to no more than 2-3 significant decimal places and only if the resulting deviation stays under 2%. Many games also have minimum sensitivity increments that limit your options.
Does converting sensitivity perfectly replicate the feel between games?
While sensitivity conversion preserves the physical cm/360 distance precisely, the feel between games can still differ due to several factors beyond raw sensitivity. Different games have different field-of-view (FOV) settings that affect how much camera rotation is perceived for the same degree change. A 90-degree FOV game and a 103-degree FOV game will feel different even at identical cm/360 because the same rotation covers different proportions of the visible screen. Mouse acceleration, angle snapping, and input filtering vary between engines and can alter perceived responsiveness. Vertical sensitivity multipliers differ, as some games use the same sensitivity for horizontal and vertical while others apply a ratio. For these reasons, many competitive players use their converted sensitivity as a starting point.
What about ADS (aim-down-sights) sensitivity conversion?
ADS sensitivity conversion adds another layer of complexity because most FPS games apply a separate sensitivity multiplier when aiming down sights, and the conversion method depends on whether you want to preserve cm/360 or monitor distance at a specific magnification. The two primary approaches are 360 matching (same cm/360 in hipfire and ADS) and monitor distance matching (same physical mouse distance to move a target from one screen position to another). Monitor distance matching at 0% (edge of screen) is the mathematical default in most games and typically requires multiplying the base conversion by the FOV ratio: ADS Multiplier = tan(Hipfire FOV / 2) / tan(ADS FOV / 2). Each game handles ADS sensitivity differently, so always verify the specific implementation.
Do professional players use sensitivity converters or find sensitivity by feel?
Most professional esports players use a combination of mathematical conversion and feel-based refinement. When switching to a new game, pros typically start with an exact mathematical conversion from their primary game to establish a baseline. They then spend 2-5 days in aim trainers and practice modes, making micro-adjustments of 1-3% until the sensitivity feels natural in the new game specific movement and aiming contexts. Some professionals, particularly those who play multiple competitive titles simultaneously, use exact conversions and resist the urge to adjust, accepting that minor feel differences are preferable to maintaining different muscle memories. Notably, some pros find that slightly different sensitivities feel optimal in different games due to movement speed and FOV differences.