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Current Settings

Target Settings

Converted Sensitivity--
cm/360--
Inches/360--
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About

In competitive first-person shooters, muscle memory is the primary factor determining aim consistency. When moving from one engine to another - say, from the Source Engine logic of Counter-Strike to the Unreal Engine physics of Valorant - the mathematical interpretation of mouse input changes. A sensitivity value of 2.0 in one game does not equate to 2.0 in another. This discrepancy forces players to relearn their aim, destroying hundreds of hours of practice.

This tool normalizes rotational distance based on the engine's Yaw (degrees per count). By aligning the physical distance required for a 360ยฐ turn, players maintain exact mechanical parity. We calculate the cm/360 metric, which serves as the absolute truth for sensitivity, independent of in-game sliders or arbitrary developer scales. This allows for precise calibration across an extensive database of titles, ensuring your flick shots land exactly where your hand expects them to.

fps sensitivity esports aim dpi converter

Formulas

The core of sensitivity conversion relies on matching the Degrees Per Count. The formula to find the equivalent sensitivity SB from game A is:

SB = SA ร— YawAYawB

To calculate the physical distance required to perform a full rotation (cm/360), we use the mouse DPI:

cm/360 = 360 ร— 2.54S ร— Yaw ร— DPI

Reference Data

Game TitleEngine / DeveloperStandard Yaw (ยฐ)Multiplier Reference
Counter-Strike 2 (CS:GO)Source 20.022Baseline
ValorantUnreal Engine 40.07CS รท 3.18
Overwatch 2Proprietary0.0066CS ร— 3.33
Apex LegendsSource (Modified)0.022Same as CS
Fortnite (Config)Unreal Engine 50.005555Variable
Call of Duty: MW/WZIW Engine0.0066Same as OW
Rainbow Six: SiegeAnvilNext 2.00.005724DefaultMultiplier
Quake ChampionsSaber0.022Legacy
Destiny 2Tiger Engine0.0066Blizzard Scale
RustUnity0.1125High Variance

Frequently Asked Questions

Sensitivity is only one variable. Field of View (FOV) affects perceived speed. If Game A uses 90 FOV and Game B uses 103 FOV, the same cm/360 will feel slower on the wider FOV visually, even though the physical distance is identical. This is a psycho-visual phenomenon, not a mathematical error.
eDPI (Effective Dots Per Inch) is calculated as Sensitivity multiplied by Mouse DPI. It provides a way to compare true sensitivity with other players regardless of their hardware settings. For example, 800 DPI * 1.5 Sens = 1200 eDPI.
Yes. Most competitive games use "Raw Input" to bypass Windows settings. If Raw Input is off, Windows pointer precision will introduce non-linear acceleration, making static conversion calculations inaccurate.
Most games default to 0.022 (Source/Quake standard) or use Unreal Engine defaults. You can test this manually by measuring a 360-degree turn on your mousepad and working backward using the cm/360 formula.