Aim & Performance Calculators
Four calculators for the settings that decide how a shooter feels — how far your hand moves for a full turn, and how long each frame takes to arrive.
Aim is physical distance, not a settings number
The sensitivity slider means something different in every engine, so copying a number between games changes your aim. What transfers is cm/360 — the distance your hand travels to turn all the way round. The Sensitivity Converter converts a setting from one game into the equivalent in another so the physical motion stays identical, and the eDPI Calculator combines DPI and in-game sensitivity into the single figure pros compare, because 400 DPI at 2.0 and 800 DPI at 1.0 are the same aim.
Frame rate is a rate; latency is a duration
A frame rate averages over a second, which hides the thing you actually feel. The Frame Time converts FPS into milliseconds per frame and compares it against your monitor refresh interval — the useful reframe being that going from 60 to 120 FPS saves 8.3 ms, while 120 to 240 saves only 4.2 ms. Diminishing returns are arithmetic, not opinion, and they are why the jump from 60 to 120 feels dramatic and the next one does not.
Resolution scale costs pixels, not percent
Render scale is quoted as a percentage of each dimension, but GPU load tracks pixel count — which is the square of it. Dropping to 80% scale is not 20% fewer pixels, it is 36% fewer. The Resolution Scale gives the rendered resolution and the pixel count at any scale, so a settings change can be judged against the frame budget the frame time calculator gives you.
Where the numbers meet
These four tools answer one question between them: is the bottleneck your hand or your hardware? Fix the aim first, because a converted sensitivity is free and consistent. Then set a target frame time, work out the pixel budget that fits it, and pick a render scale from there. If your monitor is 144 Hz, the target is 6.9 ms — anything faster is spare, anything slower is a frame you will see repeated.
Frequently asked questions
Why does the same sensitivity feel different in another game?+
Because each engine multiplies the slider value by its own internal constant before turning it into camera rotation. The number is not a unit, so it does not carry across. What does carry is cm/360, the physical distance your hand travels for a full turn — convert on that and the muscle memory survives the move.
Is a higher DPI better than a higher in-game sensitivity?+
For aim speed they are interchangeable, which is what eDPI measures: DPI multiplied by sensitivity. Very low DPI can introduce visible stepping on high-resolution monitors and very high DPI can hit sensor or polling limits, so most players sit at 800 or 1600 DPI and adjust in-game. Beyond avoiding those extremes, the eDPI is the figure that matters.
Does more FPS than my refresh rate do anything?+
Some, but far less than the raw number suggests. The monitor cannot show frames it does not refresh for, so extra frames mostly reduce input latency by shortening the wait between your action and the next rendered frame. That is a real effect and a small one — measured in a few milliseconds, not in the difference between 60 and 240 Hz.
How much performance does dropping render scale actually give back?+
Roughly in proportion to the pixel count, which is the scale squared. 80% scale renders 64% of the pixels and 50% scale renders 25% of them, so the saving is much larger than the percentage implies — and so is the loss of image sharpness, since upscaling has to invent the difference back.