What This Converter Does
This sensitivity converter estimates the in-game horizontal hip-fire setting needed to preserve the same physical mouse travel per 360-degree turn when switching between games or mouse DPI settings. It uses the yaw (degrees of rotation per mouse count at sensitivity 1) associated with the selected game, plus the DPI and sensitivity you enter. These are calculations rather than measurements of your mouse or game.
A matching cm/360 is a useful baseline, but it cannot guarantee identical aiming perception, recoil control or performance. Games differ in FOV, camera motion, ADS/zoom behavior, acceleration and input settings.
How to Use This Calculator
- Enter the source game settings. Choose VALORANT, Counter-Strike 2, Apex Legends, Overwatch 2 or Team Fortress 2. Enter your current mouse DPI and unscoped in-game sensitivity. Use the custom-yaw option for Rainbow Six Siege or another game if you know the effective yaw for your configuration.
- Choose your destination. Select the game whose sensitivity you want to calculate. Set its mouse DPI separately; if your mouse DPI stays the same, simply enter the same number. For a custom game, enter its verified effective yaw.
- Read the converted sensitivity. The prominent result is the setting to try in your destination game. The source and target cm/360 values are calculated independently to make the matching distance visible. Separate eDPI values are shown for reference, not as cross-game equivalents.
- Use the comparison table. The supported preset games display their equivalent sensitivities at the target DPI. Use a row's Copy control or select one game directly to show it in the main result.
- Swap or export. Swap source and target settings, load the 800-DPI VALORANT-to-CS2 example, reset, copy your conversion or download the local JSON/CSV report. Nothing is uploaded.
- Validate in-game. Try a repeatable 180° or 360° turn in a practice range. Adjust for actual mouse DPI, game settings and personal preference. The calculated value is not guaranteed to produce identical scoped/ADS behavior or FOV perception.
How the Calculation Works
The model holds the same horizontal rotation per inch of mouse movement: Source DPI × Source sensitivity × Source yaw = Target DPI × Target sensitivity × Target yaw. Solving for the destination setting gives:
Target sensitivity = Source sensitivity × Source yaw × Source DPI ÷ (Target yaw × Target DPI).
And cm/360 = 914.4 ÷ (DPI × sensitivity × yaw), using 360 degrees and 2.54 centimeters per inch. For example, VALORANT yaw 0.07 at 800 DPI and 0.4 sensitivity predicts 40.82 cm/360. At 800 DPI, Counter-Strike 2 with yaw 0.022 needs sensitivity about 1.272727 for the same estimated distance. Doubling the target DPI to 1600 halves the required target sensitivity to about 0.636364.
Why Not Just Match eDPI Instead?
| Comparison | What it means |
|---|---|
| eDPI = DPI × sensitivity | Useful within the same game and yaw configuration; not a complete cross-game conversion. |
| cm/360 = 914.4 ÷ (DPI × sensitivity × yaw) | Estimated mouse distance for a full turn, considering both game yaw and DPI. |
Two different games may have identical eDPI yet turn different numbers of degrees because their effective yaw scales differ. Even matching cm/360 does not account for ADS, FOV, input filtering or aim-assist settings.
Benefits and Practical Uses
- Start a new first-person game with a familiar horizontal hip-fire turn distance.
- Keep approximately the same physical turn distance when moving from 800 DPI to 1600 DPI.
- Compare common reference yaw values across selected games with a transparent calculation.
- Share or save calculated settings locally as JSON or CSV without recording actual mouse movement.
Common Mistakes to Avoid
- Assuming all games share the same yaw: VALORANT, CS2 and Overwatch 2 use different reference values; Rainbow Six Siege can depend on configuration. A wrong yaw produces a wrong result.
- Forgetting target DPI: the DPI values may be different. Set both sides, not just the current mouse DPI.
- Confusing a reference constant with observed behavior: the browser cannot read live in-game settings, actual DPI, acceleration or custom configuration files.
- Expecting identical ADS or perceived aiming: matching a horizontal 360° turn does not match scoped sensitivity, FOV, recoil or skill.
- Relying on rounded game values as exact: some games clamp or round sensitivity inputs; verify the result in-game.
Frequently Asked Questions
Will this give me the exact same skill level in the new game?
No. It matches an estimated horizontal hip-fire turn distance. Recoil, weapon behavior, camera perspective, ADS scaling and personal adaptation still vary. Equal cm/360 alone cannot guarantee equal accuracy or identical aiming feel.
My game isn't in either dropdown - what do I do?
Select Other game · custom yaw and enter the effective horizontal yaw for your configuration, if known. Do not guess a universal number. You can also use the cm/360 Calculator to work backward from a trusted yaw and distance.
Should I convert sensitivity every time I play a different game?
Usually you only need to calculate a starting setting when your game, DPI, yaw configuration or desired physical turn distance changes. Test it in a practice area and keep what feels comfortable instead of treating the computed value as a requirement.
Why the Same DPI Feels Different Across Games
Mouse DPI controls how many counts the mouse reports per inch. Game sensitivity and yaw determine how that count changes the camera angle. An identical DPI does not imply identical turn speed across game engines. FOV, acceleration and input methods can additionally change perceived aiming; this converter models only the stated horizontal hip-fire rotation relationship.
Preset reference notes (7 November 2026): VALORANT 0.07, CS2/Source/Apex 0.022 and Overwatch 2 0.0066 degrees per mouse count at sensitivity 1 are commonly published baseline horizontal hip-fire values. Cross-check: SensLib yaw reference and MouseCalibration conversion method. These are third-party references, not official in-game measurements or guarantees for future patches.
Conclusion
Matching calculated cm/360 is a defensible starting point for cross-game mouse settings. Use the converter's source and target DPI fields, verify reference yaw for your actual configuration, and check your turning distance in the game. For a deeper look at physical distance, visit the cm/360 Calculator or compare within-game eDPI using the eDPI Calculator.