Sensitivity Converter
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Reviewed for accuracy by Sher, Sports Science & Nutrition Specialist
Sensitivity Converter
Calculator
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Formula: cm/360 = (360 x 2.54) / (DPI x Sens x Yaw) | Target = solve for same cm/360
Worked example โ Valorant Sensitivity: 0.377143 | cm/360: 43.30cm | Speed: Low
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) = 914.4 / 21.12 = 43.30cm Target sensitivity = (360 x 2.54) / (43.30 x 800 x 0.07) = 914.4 / 2424.8 = 0.37714 Verify: (360 x 2.54) / (800 x 0.37714 x 0.07) = 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) = 914.4 / 47.52 = 19.24cm Target sensitivity = (360 x 2.54) / (19.24 x 800 x 0.022) = 914.4 / 338.62 = 2.70050 Verify: (360 x 2.54) / (800 x 2.70050 x 0.022) = 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.
What is a yaw value and how does it differ between game engines?
A yaw value is the internal multiplier that a game engine uses to convert mouse input counts into degrees of horizontal camera rotation. It represents how many degrees the camera rotates per mouse count, before being multiplied by the in-game sensitivity setting. In Source engine games (Counter-Strike 2, Half-Life), the default yaw is 0.022 degrees per count. Unreal Engine games vary but often use 0.07 or similar values. Overwatch 2 uses approximately 0.0066, Rainbow Six Siege uses 0.00223, and Apex Legends uses 0.022 (matching Source engine). The yaw value is the critical bridge in sensitivity conversion: cm/360 = (360 x 2.54) / (DPI x Sensitivity x Yaw). Knowing both source and target yaw values allows mathematical conversion.
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.
How do I find the yaw value for a specific game?
Finding the yaw value for a specific game can be done through several methods. The most reliable source is community-maintained databases on websites like mouse-sensitivity.com, which catalog yaw values for hundreds of games through direct engine analysis and empirical testing. For Source engine games, the yaw value can be found in the console command m_yaw, defaulting to 0.022. For other games, the process involves measuring the number of mouse counts needed for a known degree of rotation and back-calculating the yaw. Some games list sensitivity in degrees-per-centimeter or have tooltips that reveal the internal calculation. Community wikis for specific games often document these values. If no documented yaw exists, you can measure empirically by setting sensitivity to 1.0 and counting movement.
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.
What is the difference between hipfire and scope sensitivity conversion?
Hipfire sensitivity governs camera rotation when not aiming through a scope or sight, and its conversion is straightforward because it uses the base yaw value and a linear relationship between mouse input and rotation. Scope sensitivity introduces magnification that changes the effective FOV, creating a non-linear relationship between physical mouse movement and perceived target movement on screen. When converting scope sensitivity, you must decide whether to match cm/360 (same physical distance for a full rotation regardless of zoom level) or match monitor distance (same physical mouse distance to move a crosshair over a target at a specific screen position). Most players prefer monitor distance matching because it preserves the muscle memory of how far to move the mouse to track a target.
How do I account for different FOV settings when converting sensitivity?
Field of view differences between games create a perceptual discrepancy even when cm/360 is perfectly matched, because the same degree of rotation covers different proportions of your monitor. Two approaches exist for handling FOV in sensitivity conversion. The pure cm/360 method ignores FOV entirely and ensures the same physical distance always produces the same degree of rotation, preserving the muscle memory for specific angle sizes. The monitor distance method adjusts sensitivity based on the FOV ratio, ensuring that a target at the same monitor position requires the same physical mouse distance to reach. The formula for monitor distance conversion multiplier is: Multiplier = tan(Source FOV / 2) / tan(Target FOV / 2). Most sensitivity converter tools support both methods for player preference.
References
Reviewed for accuracy by Sher, Sports Science & Nutrition Specialist ยท Editorial policy
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