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Tool Corner

Mouse Sensitivity Converter

Convert your mouse sensitivity between FPS games so the physical distance your hand moves for a full turn stays identical. Thirteen games, using each engine’s own yaw constant.

Built and verified by Jogeswar, MSc, PMP — Tool CornerMethod and figures checked against the sources listed below
Sensitivity to use
{{ target }}
Distance for a full 360° turn{{ cm360 }}
The same in inches{{ in360 }}
Conversion ratio{{ ratio }}
eDPI in the source game{{ edpiFrom }}
eDPI in the target game{{ edpiTo }}
{{ note }}
Next step

What next?

Matching sensitivity across games is half the setup. These are the other half.

What your result means

Sensitivity to use is the number to type into the target game’s settings. It will usually look nothing like your old one — that is expected, because each engine counts rotation on its own scale. What stays identical is the distance for a full 360° turn: the physical sweep of your hand across the mat. That figure, not the in-game number, is what your muscle memory has learned, which is why it is the thing the conversion preserves. eDPI is shown for both games only so you can compare against pro settings lists — it is not comparable across games with different yaw values.

Why this one is different

The converted sensitivity comes with the measurement that defines it: the hand travel for a full 360-degree turn, the quantity the conversion holds constant between the two games. Seeing it in centimetres and in inches is what makes the new number checkable against your own mousepad, and the eDPI at each end plus the ratio between them are printed alongside.

The mistake everyone makes

Do not change your DPI and your sensitivity at the same time

The conversion above assumes one thing: that your mouse DPI is identical in both games. It almost always is, because DPI is a hardware setting, but players moving games often decide to "clean up" their setup and switch to 800 DPI at the same moment. Change both and you have no idea which one caused the new feel, and no way back to what worked.

Convert first, keeping the DPI you already had. Play for a week. Then, if you genuinely want a different speed, change it deliberately and note the cm/360 before and after. Every serious aim guide says the same thing, and it is the single most common reason a converted sensitivity "feels wrong".

How it works

Every game engine defines a yaw value: the number of degrees your view rotates for one count of mouse movement at sensitivity 1.0. Counter-Strike 2 uses 0.022, Valorant 0.07, Fortnite 0.005555. The conversion is simply the ratio of the two — multiply your sensitivity by the source game’s yaw and divide by the target’s, and the rotation per unit of hand movement comes out identical. Nothing about the games’ field of view, acceleration or smoothing is involved, because none of those affect how far a given mouse movement turns you.

How to use this calculator

  1. Pick the game you are converting from and enter the sensitivity you currently use in it.
  2. Enter your mouse DPI — check your mouse software if you are not sure. 800 is the most common competitive setting.
  3. Pick the game you are converting to.
  4. Type the result into that game’s settings using every decimal place shown. Rounding 1.587 to 1.6 moves your 360° distance by about a centimetre.
  5. Want to compare against a pro’s setup? Use the eDPI calculator.

Formula

target sens = source sens × (source yaw ÷ target yaw)

yaw = degrees of rotation per mouse count at sensitivity 1.0, fixed by the game engine. The distance for a full turn is 914.4 ÷ (DPI × sens × yaw) centimetres, and the conversion is exactly the operation that holds it constant.

Example calculation

A Valorant player on 0.35 sensitivity at 800 DPI moving to Counter-Strike 2:

Valorant yaw = 0.07, CS2 yaw = 0.022
Ratio = 0.07 ÷ 0.022 = 3.1818
CS2 sensitivity = 0.35 × 3.1818 = 1.114
360° turn = 914.4 ÷ (800 × 0.35 × 0.07) = 46.65 cm
Same 46.65 cm in CS2: 800 × 1.114 × 0.022

The in-game number more than tripled and the hand movement did not change at all. That is the whole point of the conversion.

Frequently asked questions

Does my DPI need to be the same in both games?

DPI is a property of the mouse, not the game, so it already is — unless you change it. The conversion assumes you do not. If you do want a different DPI, convert first at your current DPI, then scale the result by the ratio of old DPI to new: halving your DPI means doubling the in-game sensitivity to keep the same feel.

Why does the converted number look nothing like my old one?

Because the scales are arbitrary and unrelated. Valorant’s yaw is more than twelve times Fortnite’s, so the same physical aim speed reads as 0.35 in one and 4.4 in the other. Judge the result by the cm/360 figure, which is comparable across every game, not by whether the number looks familiar.

What about field of view — does that change the conversion?

Not for hipfire. Field of view changes how much of the world you see, not how far a mouse count turns you, so a yaw-based conversion holds at any FOV. It matters for scoped or ADS sensitivity, where games apply their own zoom multipliers on top; those need a separate conversion this tool does not attempt.

Is a lower sensitivity actually better?

There is no evidence for a single correct value. Most competitive players land somewhere between 20 and 50 cm per 360°, which is broad, and the ends of that range include professionals in every title. What genuinely helps is consistency: one sensitivity, converted properly between games, beats a different feel in each.

Where do these yaw values come from?

Valve documents Source’s 0.022 default as a console variable. The rest are community-measured — players calibrate a known number of counts against a known rotation and derive the constant — and the same values appear across every independent converter. They are stable in practice, but a game patch can change one, so the date stamp on this page matters.

Does this work for controller sensitivity?

No. Controller aim is stick deflection mapped to a turn rate, usually with acceleration and a deadzone, and there is no count-per-degree constant to convert. This tool is mouse-only.

Related calculators

Assumptions & limitations

Every figure here comes from a simplified model. Keep these limits in mind when reading your result:

  • Hipfire sensitivity only. Scoped, ADS and zoomed sensitivity use per-game multipliers on top of the base value and are not converted here.
  • Mouse input only, with in-game acceleration and smoothing off. Any acceleration makes the relationship between hand movement and rotation non-linear, and no single number can describe it.
  • Assumes the same DPI in both games and a 1:1 Windows pointer speed with enhanced pointer precision disabled.
  • Yaw values are engine constants as measured at the date below. A patch can change one — Overwatch and Apex have both altered input handling in the past.
  • Roblox is a platform rather than one game: the value used is the default first-person camera yaw, and individual experiences can override it.

Further reading

Game values change with updates

The rates, drop chances, XP values and prices used here reflect the game as we last checked it. Developers rebalance, and regional pricing and platform fees shift, so a number that was right last patch may not be right today. Treat the result as a planning estimate, not a guarantee.

Tool Corner is not affiliated with, endorsed by or sponsored by any game publisher. Trade marks belong to their owners. Read the full disclaimer.

Sources & references

Only one of these constants is vendor-published. Valve documents the Source default; the yaw values for the other engines are community-measured and cross-checked across independent converters, most prominently mouse-sensitivity.com. We name that rather than link it, because the figures live inside its tool rather than on a citable page. If a game patch changes an engine constant, this page is wrong until it is updated — check the date stamp below.

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