Game Sensitivity Converter (eDPI, cm/360)
Keep the same aim in every game: match the 360° distance or a different field of view.
Result
Enter your sensitivity and DPI.
The same aim in every game
| Game | Sensitivity |
|---|
About the Game Sensitivity Converter (eDPI, cm/360)
Moving to a new game, or a new mouse, and want your aim to feel the same? Every PC shooter turns the camera by a fixed angle for each count your mouse sends, its yaw, multiplied by your sensitivity. This converter uses each game’s yaw to give the setting that turns you a full 360° over the same distance on your mouse pad, so 1.0 in Counter-Strike 2 becomes 0.314 in VALORANT and 3.33 in Overwatch 2 at the same DPI.
It also shows your cm/360 and in/360 (the physical sensitivity you can compare with anyone), your eDPI, the counts per turn, and the same setting in every game it knows. If the two games use different fields of view, match by monitor distance instead, so the speed at the crosshair (or at any point you choose on the screen) stays the same.
How to use it
- Choose the game you are coming from and type your sensitivity and mouse DPI. Not listed? Choose Another game and enter its yaw, or I measured my cm/360 if you measured a full turn with a ruler.
- Choose the game you are going to. Leave New DPI empty to keep your DPI, or enter a new one to get the setting for that DPI.
- Read the converted sensitivity, the cm/360 it gives and the eDPI. The table below lists the same sensitivity in every game.
- Optional: switch Match by to Monitor distance, enter both games’ field of view and choose where on the screen to match (0% matches at the crosshair).
- Type the value into the game (most accept a few decimals), and use Copy to keep a note of it.
Examples
CS2 sensitivity 1.0 at 800 DPI
VALORANT 0.314 (52.0 cm per 360°, 16,364 counts)
VALORANT 0.35 at 800 DPI
Overwatch 2 3.71: 0.35 × 0.07 ÷ 0.0066
Fortnite 6.4% at 800 DPI
CS2 1.616 (32.2 cm per 360°)
CS2 2.0 at 400 DPI, new DPI 800
CS2 1.0 at 800 DPI: the same 52.0 cm per 360°
CS2 1.0 at 800 DPI, FOV 90 (4:3 basis) → VALORANT, FOV 103 horizontal, 16:9, 0% monitor distance
VALORANT 0.296: CS2’s 106.26° on 16:9 is wider, so the 360° distance grows by tan(53.13°) ÷ tan(51.5°) = 1.0606
Common uses
- Switching between CS2, VALORANT, Apex Legends, Overwatch 2, Fortnite and Call of Duty without relearning your aim.
- Changing mouse DPI (say from 400 to 1600) while keeping exactly the same feel.
- Comparing your setting with a pro’s: their cm/360 tells you more than their sensitivity number.
- Setting up an aim trainer or a new game from a cm/360 you measured.
The formulas
- Degrees per count = yaw × sensitivity.
- Counts per 360° = 360 ÷ (yaw × sensitivity).
- cm/360 = counts per 360° ÷ DPI × 2.54 (in/360 without the × 2.54).
- Converted sensitivity = yaw₁ × sensitivity₁ × DPI₁ ÷ (yaw₂ × DPI₂): the same distance for a full turn.
- eDPI = DPI × sensitivity, with a percentage as the fraction it is (800 DPI at Fortnite’s 6.4% is 51.2). It compares players of one game only, because every game has its own yaw.
- Monitor distance match: cm/360₂ = cm/360₁ × atan(p × tan(h₁ ÷ 2)) ÷ atan(p × tan(h₂ ÷ 2)), where h is the horizontal field of view on your screen and p the share of the way from the crosshair to the side edge. At 0% this becomes tan(h₁ ÷ 2) ÷ tan(h₂ ÷ 2), the speed right at the crosshair.
In Source and Quake engine games one count turns the camera by m_yaw × sensitivity degrees, with m_yaw 0.022 by default: see Valve’s Source SDK and id Software’s Quake source.
The yaw values used
- 0.022°: Counter-Strike 2 and CS:GO, Team Fortress 2, other Source games, Apex Legends and Titanfall 2 (Source-based), Quake Live and Quake Champions.
- 0.07°: VALORANT (its sensitivity is the CS one ÷ 3.1818).
- 0.0066°: Overwatch 2, and Call of Duty from Modern Warfare (2019) on, including Warzone.
- 0.005555° per 1%: Fortnite’s percentage setting (0.5555° per count at 100%).
- 0.14° Insurgency: Sandstorm, 0.0175° Battalion 1944, 1/60° Diabotical.
Developers of closed-source games do not publish these constants: the values for VALORANT, Overwatch 2, Call of Duty, Fortnite and the last three games are the ones PC players have measured and use in tools such as KovaaK’s Sensitivity Matcher. A game update can change a scale, so if a result feels off, check it with the 360° test below.
Check any game with a 360° test
Put a mark on your mouse pad (or a ruler) beside the mouse, aim at a sharp point in the game, then move the mouse slowly in one smooth line until you are aiming at the same point again. The distance is your cm/360. Choose I measured my cm/360 as the source to turn it into a setting for any listed game, or work out an unknown game’s yaw: yaw = 360 ÷ (cm/360 ÷ 2.54 × DPI × sensitivity).
Field of view: when 360° matching feels wrong
Matching the 360° distance keeps every turn the same, but a game with a narrower field of view shows less of the world, so the same turn crosses more of the screen and feels faster. Monitor-distance matching fixes one point instead: 0% keeps the speed at the crosshair the same (the usual choice for scopes and very different FOVs), 56.25% matches at the top and bottom edge of a 16:9 screen, and 100% at its left and right edges.
Enter the FOV the way the game states it: most give the horizontal angle on your screen; Counter-Strike gives it for a 4:3 width and widens it for wider screens (90 at 4:3 is 106.26° on 16:9), and some games give the vertical angle. The converter turns each into the horizontal angle on your aspect ratio first.
Limitations
- Converts hip-fire (unscoped) sensitivity. Aim-down-sights and scope settings work differently in each game; for a scope, use monitor distance with the scope’s field of view as an estimate.
- Mouse acceleration (in the game or Windows “Enhance pointer precision”) makes the distance depend on how fast you move: turn it off for a match that holds.
- In a game without raw input, Windows pointer speed also scales the turn: keep it at its default middle notch, or turn raw input on.
- Games whose setting is not a straight multiplier (Rainbow Six Siege, PUBG, Minecraft and others) are not listed: measure their cm/360 and use the measured option, or enter the yaw if you know it.
- The values for closed-source games are community measurements and can change with a game update.
Privacy
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Frequently asked questions
How do I convert CS2 sensitivity to VALORANT?
Divide by 3.1818 at the same DPI (CS2 1.0 → VALORANT 0.314), because VALORANT turns 0.07° per count and CS2 0.022°. Going the other way, multiply by 3.1818.
What is cm/360?
The distance you move the mouse for one full 360° turn in the game. It is the physical sensitivity, so it means the same in every game and with every mouse: a lower number is faster.
Why can’t I compare eDPI between games?
eDPI is DPI × sensitivity, and each game multiplies by its own yaw. 280 eDPI in VALORANT (0.07°) is a much faster setting than 280 eDPI in CS2 (0.022°). Compare cm/360 instead.
Should I match by 360° distance or monitor distance?
Use 360° distance for hip-fire between games with similar fields of view: turns and flicks behind you stay the same. Use monitor distance (usually 0%) when the fields of view differ a lot, or for scopes, so the speed at the crosshair stays the same.
Does a higher DPI change my aim?
Not if you lower the sensitivity to keep the same cm/360: enter your new DPI and the converter gives that setting. A higher DPI only sends finer steps, which can help with very low sensitivities.
My game is not on the list. What can I do?
Do a 360° test: measure the mouse distance for one full turn and choose “I measured my cm/360” as the source. If you know the game’s yaw (degrees per count at sensitivity 1), choose “Another game” and enter it.