Mouse Sensitivity Calculator and Converter - Same Aim - Every Game
| Game | Engine | Sensitivity | cm/360 |
|---|
All conversions preserve your physical cm/360 - the mouse distance for a full turn. Same distance, same muscle memory.
| Zoom level | Setting value | Effective cm/360 |
|---|
| Hand speed | Sens multiplier | Effective sens | Effective cm/360 |
|---|
Model: classic power curve (Quake / RawAccel style): mult(v) = 1 + (accel * max(0, v - offset))^(power-1). Simplified - for exact RawAccel curves use RawAccel itself; this shows how acceleration reshapes your effective cm/360 across hand speeds.
| Your aspect ratio | - |
| Horizontal FOV @ your resolution | - |
| Equivalent horizontal @16:9 | - |
| Equivalent horizontal @4:3 | - |
| Vertical FOV | - |
Sens adjustment for aspect change (optional)
Multiply your in-game sens by this to keep ON-SCREEN speed. cm/360 purists leave sens unchanged - physical muscle memory is preserved either way.
Mouse Sensitivity Calculator – CS2, Valorant, Deadlock, Fortnite, CoD, E-sport Grade
A mouse sensitivity converter finds the setting in one game that matches your aim from another game. It works by preserving your cm/360 - the physical distance your mouse travels for a full 360 degree turn - so your muscle memory transfers exactly, not approximately. This converter is free, has no ads, no signup, and covers game-to-game conversion, zoom/ADS matching, mouse acceleration and FOV with custom resolutions.
How this sensitivity converter works
Every game translates mouse movement into rotation using a fixed constant called yaw - degrees turned per mouse count per unit of sensitivity. Your cm/360 is calculated as 2.54 x 360 / (sens x yaw x DPI). The converter takes your cm/360 and solves for the sensitivity value that produces the same distance in the target game. Same distance, same flicks, same muscle memory.
These are the verified yaw constants we use. Unlike most converters, we publish them - you can check our math:
| Game | Engine | Yaw (deg/count at sens 1) |
|---|---|---|
| CS2 / CS:GO | Source 2 / Source | 0.022 |
| Deadlock | Source 2 | 0.022 (1:1 with CS2) |
| Apex Legends | Source (Modded) | 0.022 |
| Team Fortress 2 | Source | 0.022 |
| Quake Champions / Live | id Tech | 0.022 |
| KovaaK’s | Unreal Engine 4 | 0.022 (Quake Scale) |
| Valorant | Unreal Engine 5 | 0.07 |
| Aimlabs | Unity | 0.07 (Valorant Profile) |
| Overwatch 2 | Proprietary | 0.0066 |
| Call of Duty / Warzone | IW Engine | 0.0066 |
| Marvel Rivals | Unreal Engine 5 | 0.017453 (pi/180) |
| The Finals | Unreal Engine 5 (Embark) | 0.0066 |
| Rainbow Six Siege | AnvilNext | 0.00572958 (default multiplier unit 0.02) |
| Fortnite | Unreal Engine 5 | 0.5554 na 100% |
Engines define the model, not the numbers. Source family games share 0.022, but Unreal Engine titles differ per game because developers rescale input - which is why every constant above is verified per title, not assumed from the engine.
How to use it
Pick your current game and the game you are converting to, enter your sensitivity and DPI, and read the big result. The swap button reverses the direction in one click, and the full table below shows the matching value for every supported game at once, with your target highlighted. If you are switching to a mouse with different DPI, set the target DPI field and everything adjusts automatically. No account, nothing to install.
Quick conversion multipliers
If you just want the ratio for a manual calculation, these are the exact multipliers derived from the yaw table:
| Conversion | Multiply by |
|---|---|
| Valorant to CS2 | 3.1818 |
| CS2 to Valorant | 0.3143 |
| CS2 to Deadlock or Apex | 1.0 (identical) |
| Overwatch 2 to CS2 | 0.3 |
| CS2 to Overwatch 2 / CoD | 3.3333 |
| Rainbow Six Siege to CS2 | 0.2604 |
| CS2 to Rainbow Six Siege | 3.8397 |
| Overwatch 2 to Marvel Rivals | 0.3781 |
| CS2 to Marvel Rivals | 1.2605 |
FOV, aspect ratio and custom resolutions
Custom and stretched resolutions are where most sensitivity advice falls apart, because games scale FOV in three different ways. CS2 and the whole Source family lock the vertical FOV (73.74 degrees, derived from 90 at 4:3), so your aspect ratio really changes your horizontal FOV: 90 at 4:3, 100.39 at 16:10, 106.26 at 16:9. Valorant does the opposite - the horizontal FOV is locked at 103 no matter the aspect ratio, so a stretched resolution changes how the image is displayed, not what the camera sees. Overwatch 2 uses a third model: FOV measured in a 16:9 frame, so narrower aspects crop the sides and wider aspects crop top and bottom.
The FOV tab handles all three. Pick a game preset, type your resolution, and you get your real horizontal FOV plus its equivalents in every common notation (horizontal at 16:9, horizontal at 4:3, vertical) - useful for matching aim trainers to your game. Below that, the optional sens adjuster computes a multiplier for keeping your on-screen speed after an aspect ratio change, at your chosen monitor distance. One philosophy note: cm/360 purists leave sensitivity unchanged after a resolution switch, because physical muscle memory is preserved either way. The adjuster is for players who care about screen-speed consistency instead - now you can pick a side with real numbers.
Zoom and ADS conversion (monitor distance match)
Hipfire conversion is the easy part. Scoped sensitivity is where most converters stop and most players guess. The Zoom / ADS tab calculates your scoped multiplier using monitor distance match: at 0% (focal length scaling) the area around your crosshair moves at the same speed zoomed as unzoomed, which is why it is the standard for tracking and precision aim.
A proof that the math is right: set the CS2 preset to 0% match and the tool independently derives zoom_sensitivity_ratio 0.818933 - the exact value the Counter-Strike community established years ago through testing. We did not hardcode it; the trigonometry produces it. For Valorant, a scoped multiplier of 1.0 already equals 0% match on every scope, and the tab converts any other match distance relative to that anchor.
Mouse acceleration mode
With acceleration, a single cm/360 number stops existing - your effective sensitivity depends on how fast you move your hand. The Acceleration tab models the classic power curve (Quake / RawAccel style) and shows your effective sensitivity and cm/360 at hand speeds from 2 to 50 cm/s, with a live curve. It will not replicate every RawAccel mode, but it shows exactly how your accel settings reshape your aim - which is what you need to decide whether acceleration helps or hurts you.
Why your aim can still feel different
Converted sensitivity guarantees identical rotation per centimeter of mouse movement. Three things can still change the feel: field of view (a wider FOV makes the same rotation look slower on screen), acceleration settings that differ between games, and scoped behavior if you skip the ADS tab. If your aim feels off after switching, check FOV first - it is the culprit in most cases, and the FOV tab shows you the exact numbers. For CS2 specifically, our CS2 settings guide covers the video and input settings that matter; for Valorant see the Valorant settings guide.
FAQ
What is cm/360?
cm/360 is the physical distance in centimeters your mouse must travel for your character to rotate a full 360 degrees. It is the only sensitivity metric that is directly comparable across all games, DPIs and setups.
Is eDPI comparable between games?
Only within games that share the same yaw constant. eDPI (DPI x sens) is great for comparing CS2 players with each other, but a Valorant eDPI and a CS2 eDPI describe different rotations. Use cm/360 to compare across games.
What is the Valorant to CS2 sensitivity ratio?
Multiply your Valorant sensitivity by 3.1818 to get the CS2 equivalent (0.07 / 0.022). Example: Valorant 0.4 equals CS2 1.27 at the same DPI.
Does stretched resolution change my sensitivity or FOV?
Your cm/360 never changes with resolution. FOV depends on the game: CS2 locks vertical FOV, so 4:3 gives 90 and 16:9 gives 106.26 horizontal; Valorant keeps 103 horizontal at every aspect ratio, so stretched changes the image, not the camera. The FOV tab shows your exact numbers for both.
Do I need to change my DPI when switching games?
No. The in-game sensitivity does the adjusting. Change DPI only if you want to - the converter has a separate target DPI field for exactly that case.
How accurate is this converter?
Every yaw constant is verified per game and the math core runs an automated test suite, including independently recovering the community-established CS2 zoom_sensitivity_ratio 0.818933. One transparency note: some converters list Marvel Rivals with a 0.022 yaw. Measured data points to pi/180, or 0.017453, and that is the value we use.
Can you add my game?
Yes - if we can verify its yaw constant. We would rather support 14 games perfectly than 100 approximately. Request a title on our Discord and we will add it once the constant is confirmed.
Keep improving after you convert
Matching your sensitivity is step one. If you play CS2, run a demo through our free demo analyzer (UDA) to see what is actually costing you rounds - no upload needed, it runs in your browser. Learning a new map pool? Grab the CS2 callouts maps. And if you want a human to look at your aim, positioning and decision making, that is what our 1-on-1 coaching is for. More free tools live in the Tools hub.



