Mouse sensitivity converter & eDPI calculator

Pick your current game and sensitivity, pick the game you're switching to, and this keeps the physical distance your mouse travels for a full 360° turn identical between them — using each game's own yaw constant, not a naive ratio. It also reports eDPI, cm/360 and in/360 for both sides.

Convert your sensitivity

To sensitivity
From eDPI
To eDPI
cm / 360°
in / 360°

How it works

Most FPS engines turn the camera a fixed number of degrees for every mouse count — the smallest unit of movement your sensor reports — scaled by whatever sensitivity number you typed into the settings menu. That fixed per-game constant is what this tool calls yaw.

Step 1 — degrees turned per count

degrees per count = yaw × sensitivity

Source and Quake-family engines expose this literally as the m_yaw console variable, defaulting to 0.022. Most other engines bake in an equivalent constant that isn't exposed to players at all, so it has to be measured rather than read from a config file — see the reference table below.

Step 2 — matching sensitivity between two games

Two setups feel physically identical — same distance travelled for the same turn — exactly when the product of sensitivity, yaw and DPI matches on both sides:

sens1 × yaw1 × DPI1 == sens2 × yaw2 × DPI2

Holding DPI equal (same physical mouse, DPI unchanged between the two games — which is what this tool assumes, since it takes one DPI field), that reduces to the conversion this page performs:

toSens = fromSens × (fromYaw / toYaw)

Step 3 — eDPI

"Effective DPI" folds sensitivity and DPI into one number, useful for comparing settings within a single game:

eDPI = sensitivity × DPI

It is not comparable across games, because it ignores yaw entirely — two games with different yaw constants turn the camera by different amounts for the same eDPI. That is exactly the gap this converter exists to close.

Step 4 — cm/360 and in/360

cm/360 is the physical distance your hand has to move the mouse to spin a full 360° turn — the number serious players use to compare feel across games and mousepads, independent of any in-game unit:

cm/360 = (360 / (yaw × sensitivity)) × (2.54 / DPI) in/360 = cm/360 / 2.54

Reading the formula left to right: 360 / (yaw × sensitivity) is how many mouse counts a full turn takes; dividing by DPI converts counts to inches travelled; multiplying by 2.54 converts inches to centimetres. Because the conversion in Step 2 is built to keep yaw × sensitivity proportional between the two games, cm/360 comes out identical on both sides whenever DPI is unchanged — that identity is the whole point of a yaw-based converter instead of a flat multiplier.

This assumes one physical mouse at one DPI setting for both games. If you actually run different DPI values in different games, compute cm/360 for each side separately with this tool's numbers and the formula above, and match those instead of the raw sensitivity figures.

Yaw reference table

Degrees turned per mouse count at sensitivity 1.0. None of these are published by the game studios themselves except the Source/Quake m_yaw cvar — the rest are community-measured and cross-checked against multiple independent sensitivity-converter tools. See About for the sourcing method and per-title confidence.

Yaw constants by game
GameYaw (°/count)Notes
Valorant0.07Widely cross-checked; the source of the commonly repeated "×3.18 to CS2" rule of thumb.
CS2 / CS:GO0.022Source engine's m_yaw cvar, left at its default in almost every config.
Apex Legends0.022Titanfall/Source-derived engine. Hipfire only — per-weapon ADS multipliers aren't modelled.
Overwatch 20.0066Community-measured; not exposed as a settable variable.
Fortnite0.005555Input is the % shown on Fortnite's own X/Y sensitivity sliders (type 8 for "8%"), not a decimal.
Call of Duty (MW / Warzone)0.0066Community-measured; widely reported to match Overwatch 2's constant 1:1.
Rainbow Six Siege0.00572958Hipfire only; ADS multiplier varies per weapon/scope and isn't modelled.
PUBG0.022Community-measured.
Quake / Source engine (generic)0.022The historic id Software / Valve default. Use for Source/Quake-family titles not separately listed (Team Fortress 2, Half-Life 2, Quake Live, etc.).
Destiny 20.0066Community-measured.
The Finals0.01745Genuinely contested — some trackers publish 0.0066 instead. This value reproduces the exact 1.260745× CS2→The Finals ratio circulated by several independent converters; treated here as the better-supported of the two.

Worked examples

Every number below comes straight out of the formulas above — try the same values in the tool to see them reproduced.

1. Valorant 0.4 sens, 800 DPI, converted to CS2

toSens = 0.4 × (0.07 / 0.022) = 1.2727. Physical distance: cm/360 = (360 / (0.07 × 0.4)) × (2.54 / 800) ≈ 40.82 cm (16.07 in) — identical on both sides of the conversion, because that is what Step 2's formula is built to preserve.

2. CS2 2.0 sens converted to Valorant — the published reference pair

toSens = 2.0 × (0.022 / 0.07) = 0.6286. This matches the ≈0.629 figure repeated across independent Valorant/CS2 sensitivity guides, which is exactly the cross-check this tool's own About page uses to validate the CS2 and Valorant yaw constants against each other.

Use cases & limitations

Where this is genuinely useful

  • Switching your main game. Keep the muscle memory you already built instead of relearning a flick from zero.
  • Matching a coach's or pro's cm/360 when they play a different title than you do.
  • Sizing a mousepad. cm/360 tells you exactly how much pad depth a full turn actually needs.
  • Auditing your own settings across the games you already play, to check they're actually consistent rather than "close enough by feel".

What this tool cannot do

  • Model ADS, zoom or scope sensitivity. It converts hipfire/default sensitivity only. Aim-down-sights multipliers are usually per-weapon and configured separately inside each game.
  • Know whether your target game is FOV-independent for the setting you care about. Hipfire is FOV-independent in every game listed here, but many games make ADS/scope turn rate scale with zoom level unless you separately enable a "FOV-independent" or "flat" ADS-sensitivity toggle in that game's own settings — a config quirk this tool has no way to see.
  • Guarantee an official yaw value. Outside the Source/Quake m_yaw cvar, every constant in the table is a community measurement, not a studio-published spec. The Finals table row spells out a live example of two community values disagreeing.
  • Account for raw-input toggles, mouse acceleration, or OS-level pointer speed. This assumes mouse acceleration is off and "raw input" (or equivalent) is enabled — the near-universal competitive configuration — so a per-count linear relationship actually holds.
  • Read your actual game settings for you. You still have to type the From sensitivity and DPI in yourself.

Frequently asked questions

What is "yaw", and where does the number come from?

Yaw is the number of degrees your in-game camera turns for one mouse "count" — the smallest unit your sensor reports — at a sensitivity of 1.0. Source and Quake-family engines expose it directly as the m_yaw console variable (default 0.022); most other engines bake in an equivalent constant that isn't user-settable, so the community has measured it by testing known turn angles against mouse-recording software. None of these numbers come from an official published specification — see the yaw table above and the About page for which are firmer and which are looser.

Why can't I just match eDPI between games?

Because eDPI (sensitivity × DPI) ignores each game's yaw constant entirely. Two games with different yaw values need different sensitivity numbers to turn the camera by the same amount, so matching eDPI across games does not get you close to the same physical feel. eDPI is only meaningful for comparing settings within a single game.

Does my mouse DPI matter if I only care about cm/360?

Yes — DPI is one of the three numbers in the formula. cm/360 is the physical distance your hand moves, and that depends on how many counts your sensor reports per inch (DPI) as much as it depends on sensitivity and yaw. Changing DPI without changing sensitivity changes cm/360 too.

Why does Valorant need such a tiny sensitivity number compared to CS2?

Valorant's yaw constant (0.07) is roughly 3.18× CS2's (0.022). A bigger yaw means each mouse count turns the camera further, so a game with a big yaw needs a correspondingly small sensitivity value to produce the same physical cm/360. The in-game number is meaningless on its own — it only means something relative to that game's own yaw.

Does this account for ADS (aim-down-sights) or scoped sensitivity?

No. This converter matches hipfire (default, unscoped) sensitivity only. Nearly every shooter applies a separate multiplier when aiming down sights or looking through a scope, often per weapon, and several let you choose between an ADS multiplier and a flat "FOV-independent" ADS sensitivity — two settings that behave completely differently at different zoom levels. Match your hipfire feel here, then tune ADS sensitivity by hand inside each game.

Is a lower or higher cm/360 "better"?

Neither, inherently. Lower cm/360 (higher effective sensitivity) favours fast flicks and close-range tracking with less arm movement; higher cm/360 favours precision at range with more room to correct mid-swing. Competitive players span a wide range — professional Valorant and CS2 players alone range from roughly 15 cm to 60 cm per 360°. Pick a number you can consistently repeat, not a number a pro used.

Why don't the yaw values link to an official source?

Because for most of these games, no official source exists. Studios do not publish the constant that turns a mouse count into a camera-rotation angle; it has to be measured, and the sensitivity-converter community has done that independently, many times, across many tools, converging on the values used here. Where sources disagree — The Finals is the one case in this table — the reference table says so explicitly instead of picking a number and hiding the disagreement.

Does changing my field of view (FOV) affect the conversion?

For the games in this table's default (hipfire) mode, no — their yaw constants are FOV-independent, so widening or narrowing FOV does not change how far the camera turns per mouse count. That stops being true the moment you aim down sights or use a sniper scope: many titles make that specific turn rate scale with the zoom level unless you separately enable a "FOV-independent" or "flat" ADS-sensitivity option in the game's own settings.

Do you store the sensitivity or DPI values I enter?

No. Everything runs in your browser: there is no server call, and nothing you type here is uploaded, logged or recorded anywhere.

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