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Sensitivity Converter

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Sports & Games

Sensitivity Converter

Convert mouse sensitivity between games using yaw values and DPI. Preserve your cm/360 muscle memory when switching between FPS titles like CS2, Valorant, and Overwatch.

Last updated: December 2025

Calculator

Adjust values & calculate
Common Yaw Values: CS2/Source = 0.022 | Valorant = 0.07 | Overwatch 2 = 0.0066 | Apex = 0.022 | R6 Siege = 0.00223
2
800
0.022
800
0.07
Target Sensitivity
0.628571
at 800 DPI with yaw 0.07
cm/360
25.98
in/360
10.23
Ratio
0.3143x
Source eDPI
1600
Target eDPI
503
Speed Category
Medium
Verification: Target cm/360 = 25.98cm (should match source 25.98cm)
Your Result
Target Sensitivity: 0.628571 | cm/360: 25.98cm | Style: Medium
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Understand the Math

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.

Last reviewed: December 2025

Worked Examples

Example 1: CS2 to Valorant Conversion

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

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
Expert Insights

Background & Theory

The Sensitivity Converter applies the following established principles and formulas. Unit conversion is the process of expressing a quantity in a different unit of measurement while preserving its physical meaning. At the foundation of modern measurement lies the International System of Units (SI), which defines seven base units: the meter for length, kilogram for mass, second for time, ampere for electric current, kelvin for thermodynamic temperature, mole for amount of substance, and candela for luminous intensity. All other units, called derived units, are defined as algebraic combinations of these seven. Dimensional analysis is the principal method for performing unit conversions. By treating units as algebraic quantities that can be multiplied, divided, and cancelled, a conversion factor chain allows a value expressed in one unit to be rewritten in another without altering its physical magnitude. For example, to convert 60 miles per hour to meters per second, one multiplies by a chain of conversion factors each equal to one: (1609.34 m / 1 mile) ร— (1 hour / 3600 s). Metric prefixes enable compact expression of quantities across extreme ranges of magnitude. Standard prefixes span from nano (10^-9) through micro (10^-6) and milli (10^-3) up through kilo (10^3), mega (10^6), and giga (10^9), and beyond in both directions. These prefixes are strictly multiplicative and apply consistently to any SI base or derived unit. Temperature conversions require affine transformations rather than simple scaling. To convert Celsius to Fahrenheit the formula is ยฐF = (ยฐC ร— 9/5) + 32, while the conversion to the absolute Kelvin scale is K = ยฐC + 273.15. These formulas reflect the different zero points and degree-size conventions of each scale. Significant figures govern how precision is preserved through calculations. A result should not express more precision than the least precise input value permits. In digital storage, IEEE and IEC standards distinguish between decimal prefixes (kilobyte = 1000 bytes) and binary prefixes (kibibyte = 1024 bytes), a distinction that has practical consequences for how storage capacity is reported by manufacturers versus operating systems. Unit coherence โ€” ensuring that all quantities in an equation share a consistent unit system โ€” is essential for obtaining correct results.

History

The history behind the Sensitivity Converter traces back through the following developments. Human beings have been measuring and comparing quantities since before recorded history. The earliest known measurement units were body-based: the cubit (the distance from elbow to fingertip), the foot, the hand, and the digit. The furlong originated as the length of a furrow a team of oxen could plow without resting. These anthropomorphic standards were practical for local use but differed between regions and kingdoms, creating persistent difficulties in trade and construction. The ancient Egyptians standardized the royal cubit at approximately 52.4 centimeters and distributed calibrated granite rods to ensure consistency across building projects, including the pyramids. Roman engineers used the mile (mille passuum, one thousand double paces) and spread these standards throughout their empire via road networks. Despite these efforts, measurement diversity persisted across medieval Europe, hampering commerce. The French Revolution created political will for radical standardization. In 1795 France officially adopted the metric system, defining the meter as one ten-millionth of the distance from the equator to the North Pole along the Paris meridian. This gave the world its first fully decimal, rationally constructed measurement system. The Metre Convention of 1875 established the International Bureau of Weights and Measures (BIPM) in Sevres, France, creating a permanent international body to maintain physical artifact standards and coordinate global metrology. For over a century, the kilogram was defined by a platinum-iridium cylinder locked in a vault near Paris. In 1999, a stark demonstration of what unit inconsistency costs occurred when NASA's Mars Climate Orbiter was lost because one engineering team used pound-force seconds while another used newton seconds. The spacecraft entered the Martian atmosphere at the wrong angle and was destroyed, at a cost of 327 million dollars. In 2019 the SI underwent its most significant revision, redefining all seven base units in terms of fixed numerical values of fundamental physical constants such as the speed of light, Planck's constant, and the elementary charge. This eliminated any reliance on physical artifacts and made the measurement system permanently stable and universally reproducible.

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Frequently Asked Questions

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.
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.
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.
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.
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.
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.
Educational Note: This calculator is provided for educational and informational purposes. Results are based on the formulas and inputs provided. Always verify important calculations independently. NovaCalculator processes calculator inputs client-side; optional analytics follow visitor consent settings. ยฉ 2024โ€“2026 NovaCalculator.

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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.

References

Reviewed by Sher, Sports Science & Nutrition Specialist ยท Editorial policy