How to convert sensitivity between games
Every shooter turns the camera by a fixed angle for each count the mouse sends, multiplied by your sensitivity. That angle at sensitivity 1 is the game's yaw. Counter-Strike's is 0.022°, set in the game's own files, so at 800 DPI and sensitivity 2 one inch of mouse movement turns you 800 × 2 × 0.022 = 35.2°.
To get the same feel in another game, multiply your sensitivity by the old game's yaw and divide by the new game's yaw:
New sens = old sens × old yaw ÷ new yaw × old DPI ÷ new DPI
Leave out the DPI part if you keep the same mouse setting. The result gives the same inches (or cm) per 360° turn, which is what your arm remembers.
Sensitivity conversion multipliers
Multiply your sensitivity in the first game by the number in the third column to get the second game's value at the same DPI. The last column is a worked example.
| From | To | Multiply by | Example |
|---|---|---|---|
| CS2 | Valorant | 0.3145or ÷ 3.18 | 1.5 → 0.472 |
| Valorant | CS2 | 3.18 | 0.4 → 1.272 |
| Valorant | Overwatch 2 | 10.6 | 0.4 → 4.24 |
| Valorant | Apex | 3.18 | 0.4 → 1.272 |
| Overwatch 2 | Valorant | 0.09434or ÷ 10.6 | 6 → 0.566 |
| Valorant | Fortnite | 12.59 | 0.4 → 5.038% |
| Valorant | Marvel Rivals | 3.998 | 0.4 → 1.599 |
| Fortnite | Valorant | 0.0794or ÷ 12.59 | 8% → 0.635 |
| CS2 | Apex | 1 | 1.5 → 1.5 |
| CS2 | Marvel Rivals | 1.257 | 1.5 → 1.886 |
| Overwatch 2 | Marvel Rivals | 0.3771or ÷ 2.652 | 6 → 2.263 |
| CS2 | Overwatch 2 | 3.333 | 1.5 → 5 |
| CS2 | Siege | 3.84 | 1.5 → 5.76 |
| Valorant | Siege | 12.21 | 0.4 → 4.884 |
| Call of Duty | Valorant | 0.09434or ÷ 10.6 | 6 → 0.566 |
| Apex | Valorant | 0.3145or ÷ 3.18 | 2 → 0.629 |
CS2 to Valorant sensitivity
Divide your CS2 sensitivity by 3.18 to get Valorant, or multiply your Valorant sensitivity by 3.18 to get CS2. A CS2 sensitivity of 2 is 0.629 in Valorant, and Valorant 0.4 is 1.272 in CS2. CS:GO and Apex Legends use the same scale as CS2, so the same numbers work for them.
Most converters use 0.07 for Valorant's yaw. KovaaK's scale table uses 0.06996. The difference is under 0.1%, about 0.0003 on a Valorant sensitivity of 0.5.
Valorant to Overwatch 2 and Apex
Overwatch 2's yaw is 0.0066°, a third of CS2's, so Overwatch numbers are larger: multiply Valorant by 10.6 for Overwatch 2, and multiply CS2 or Apex by 3.333. Call of Duty uses the same scale as Overwatch in KovaaK's table, so those two convert 1:1. For Apex, multiply Valorant by 3.18; Apex and CS2 are 1:1.
Fortnite sensitivity converter
Fortnite's mouse sensitivity is a percentage. KovaaK's scale table gives 0.005555° per count for each 1%, so 10% turns 0.0556° per count. To go from Valorant to Fortnite, multiply by 12.59: Valorant 0.4 is about 5.038%. From Fortnite to Valorant, multiply the percentage by 0.0794. Convert the X-axis value; the targeting and scope sliders are separate.
Marvel Rivals sensitivity converter
KovaaK's scale table gives Marvel Rivals 0.0175° per count. That makes Valorant to Marvel Rivals about ×3.998, CS2 to Marvel Rivals ×1.257, and Overwatch 2 to Marvel Rivals ×0.3771. Some converters treat Marvel Rivals as identical to Overwatch; the scale KovaaK's uses does not, so check one full turn after converting.
Rainbow Six Siege and Call of Duty
KovaaK's states Siege's scale as 0.018 ÷ π, about 0.00573° per count, for the in-game slider with the config file at its defaults. CS2 to Siege is ×3.84 and Valorant to Siege ×12.21. Call of Duty hip fire uses 0.0066°, the same as Overwatch 2. In both games aim-down-sights sensitivity is a separate multiplier, so only hip fire converts directly.
What is eDPI?
eDPI (effective DPI) is your mouse DPI multiplied by your in-game sensitivity. 800 DPI at sensitivity 2 and 400 DPI at sensitivity 4 are both 1,600 eDPI, and both turn the same amount per inch in the same game. That makes eDPI handy for comparing settings with other players of one game.
eDPI does not compare across games, because each game has its own yaw. Valorant's yaw is about 3.18 times CS2's, so 280 eDPI in Valorant turns about the same as 890 eDPI in CS2. Use the converter or the cm/360 numbers to compare across games.
eDPI for a given cm/360
The eDPI each game needs for a full turn of 25 to 55 cm (about 10 to 22 inches) of mouse movement:
| Game | 25 cm9.8 in | 35 cm13.8 in | 45 cm17.7 in | 55 cm21.7 in |
|---|---|---|---|---|
| CS2 | 1,663 | 1,188 | 924 | 756 |
| Valorant | 523 | 373 | 290 | 238 |
| Apex | 1,663 | 1,188 | 924 | 756 |
| Overwatch 2 | 5,542 | 3,958 | 3,079 | 2,519 |
| Marvel Rivals | 2,090 | 1,493 | 1,161 | 950 |
| Siege | 6,384 | 4,560 | 3,547 | 2,902 |
| Call of Duty | 5,542 | 3,958 | 3,079 | 2,519 |
CS2 and Valorant eDPI to cm/360
| CS2 eDPI | Per 360° | Valorant eDPI | Per 360° |
|---|---|---|---|
| 400 | 41 in (104 cm) | 160 | 32 in (82 cm) |
| 600 | 27 in (69 cm) | 200 | 26 in (65 cm) |
| 800 | 20 in (52 cm) | 240 | 21 in (54 cm) |
| 1,000 | 16.4 in (42 cm) | 280 | 18.4 in (47 cm) |
| 1,200 | 13.6 in (35 cm) | 320 | 16.1 in (41 cm) |
| 1,600 | 10.2 in (26 cm) | 400 | 12.9 in (33 cm) |
cm/360 at 400, 800 and 1600 DPI
Inches and centimeters of mouse travel for one full turn, for a few example settings in each game. These are examples to read the table by, not recommended settings.
| Game | Sens | 400 DPI | 800 DPI | 1600 DPI |
|---|---|---|---|---|
| CS2 | 1 | 41 in104 cm | 20 in52 cm | 10.2 in26 cm |
| CS2 | 1.5 | 27 in69 cm | 13.6 in35 cm | 6.8 in17.3 cm |
| CS2 | 2.5 | 16.4 in42 cm | 8.2 in21 cm | 4.1 in10.4 cm |
| Valorant | 0.3 | 43 in109 cm | 21 in54 cm | 10.7 in27 cm |
| Valorant | 0.4 | 32 in82 cm | 16.1 in41 cm | 8.0 in20 cm |
| Valorant | 0.6 | 21 in54 cm | 10.7 in27 cm | 5.4 in13.6 cm |
| Apex | 1.5 | 27 in69 cm | 13.6 in35 cm | 6.8 in17.3 cm |
| Apex | 2 | 20 in52 cm | 10.2 in26 cm | 5.1 in13.0 cm |
| Apex | 3 | 13.6 in35 cm | 6.8 in17.3 cm | 3.4 in8.7 cm |
| Overwatch 2 | 4 | 34 in87 cm | 17.0 in43 cm | 8.5 in22 cm |
| Overwatch 2 | 6 | 23 in58 cm | 11.4 in29 cm | 5.7 in14.4 cm |
| Overwatch 2 | 8 | 17.0 in43 cm | 8.5 in22 cm | 4.3 in10.8 cm |
| Fortnite | 6% | 27 in69 cm | 13.5 in34 cm | 6.8 in17.1 cm |
| Fortnite | 8% | 20 in51 cm | 10.1 in26 cm | 5.1 in12.9 cm |
| Fortnite | 10% | 16.2 in41 cm | 8.1 in21 cm | 4.1 in10.3 cm |
| Marvel Rivals | 1.5 | 34 in87 cm | 17.1 in44 cm | 8.6 in22 cm |
| Marvel Rivals | 2.5 | 21 in52 cm | 10.3 in26 cm | 5.1 in13.1 cm |
| Marvel Rivals | 4 | 12.9 in33 cm | 6.4 in16.3 cm | 3.2 in8.2 cm |
| Siege | 8 | 19.6 in50 cm | 9.8 in25 cm | 4.9 in12.5 cm |
| Siege | 12 | 13.1 in33 cm | 6.5 in16.6 cm | 3.3 in8.3 cm |
| Siege | 20 | 7.9 in19.9 cm | 3.9 in10.0 cm | 2.0 in5.0 cm |
| Call of Duty | 4 | 34 in87 cm | 17.0 in43 cm | 8.5 in22 cm |
| Call of Duty | 6 | 23 in58 cm | 11.4 in29 cm | 5.7 in14.4 cm |
| Call of Duty | 8 | 17.0 in43 cm | 8.5 in22 cm | 4.3 in10.8 cm |
800 vs 1600 DPI
Doubling DPI doubles the counts the mouse sends per inch, so halving your sensitivity gives exactly the same turn. CS2 at 800 DPI and sensitivity 2 is 10.2 inches (26 cm) per 360°, the same as 1600 DPI at sensitivity 1. The eDPI is 1,600 either way. Higher DPI with lower sensitivity gives smaller steps per count. To switch, pick "New DPI" in the converter and set the same game on both sides.
Yaw values by game
Degrees the view turns per mouse count at sensitivity 1. Only CS2 and Team Fortress 2 come from the game's own files. The rest are community-measured: no developer publishes them, so we use the scale table that KovaaK's FPS Aim Trainer ships to its players, which states each game as a formula.
| Game | Yaw (°/count) | Basis | Source |
|---|---|---|---|
| Counter-Strike 2 / CS:GO | 0.022 | Game files | [1], [2] |
| Valorant | 0.06996 | Community-measured | [4] |
| Apex Legends | 0.022 | Community-measured | [4] |
| Overwatch 2 | 0.0066 | Community-measured | [4], [6] |
| Fortnite | 0.005555 per 1% | Community-measured | [4] |
| Marvel Rivals | 0.0175 | Community-measured | [4] |
| Rainbow Six Siege | 0.018 ÷ π | Community-measured | [4] |
| Call of Duty | 0.0066 | Community-measured | [4] |
| Deadlock | 0.044 | Community-measured | [4] |
| The Finals | 0.001 | Community-measured | [4] |
| Destiny 2 | 0.0066 | Community-measured | [4] |
| Quake Champions | 0.022 | Community-measured | [4] |
| Team Fortress 2 | 0.022 | Game files | [2] |
| Rust | 0.1125 | Community-measured | [4] |
| Delta Force | 0.03 | Community-measured | [4] |
| Hunt: Showdown | 0.04297 | Community-measured | [4] |
Games we left out
PUBG, Battlefield 6, Battlefield V and 1, Splitgate and Paladins tie their sensitivity to field of view or add a constant to it, so one multiplier can't convert them. We also left out games where we couldn't find a scale we could check, and Halo, because the scale we found does not say which Halo game it covers.
How this converter works
- Turn per count = sensitivity × yaw. Valve's Source code multiplies mouse counts by sensitivity and m_yaw to get degrees, and CS2's console variables list m_yaw as 0.022.
- Inches per 360° = 360 ÷ (DPI × sensitivity × yaw). Centimeters are inches × 2.54.
- Conversion keeps degrees per inch equal: new sens = old sens × old yaw × old DPI ÷ (new yaw × new DPI).
- Hip fire only. Scoped, zoomed and ADS sensitivities use per-game multipliers and field of view, which this page does not convert. Turn off mouse acceleration, or the numbers won't hold.
- Community-measured values can drift when a game patches its input code. After converting, turn 360° in a practice range and check you land where you started.
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Sources were checked on October 7, 2026.
Sources
- SteamDatabase, GameTracking-CS2: console variables dumped from the Counter-Strike 2 game files (m_yaw 0.022 "Mouse yaw factor", sensitivity default 1.25, range 0.0001–8). github.com/SteamDatabase/GameTracking-CS2/blob/master/DumpSource2/convars.txt
- Valve, Source SDK 2013 (Half-Life 2 and Team Fortress 2 game code), in_mouse.cpp: m_yaw defaults to 0.022, mouse counts are multiplied by sensitivity, and the view yaw changes by m_yaw × that value in degrees. github.com/ValveSoftware/source-sdk-2013/blob/master/src/game/client/in_mouse.cpp
- id Software, Quake source code, cl_main.c: m_yaw defaults to 0.022, the value Source engine games kept. github.com/id-Software/Quake/blob/master/WinQuake/cl_main.c
- KovaaK's FPS Aim Trainer sensitivity-scale table, FovSensConfig.json (each game's IncrementFormula, degrees per count). KovaaK's downloads this file at startup; we read the copy committed to the open-source Sensus converter on GitHub and checked it against a second copy in lint069/ac-lua (identical). github.com/aIIison/sensus/blob/main/Data/FovSensConfig.json
- KovaaK's Wiki, Custom Sensitivity and FOV Scales: FovSensConfig.json is downloaded from KovaaK's servers at startup, and IncrementFormula is the degrees the view turns per mouse count. wiki.kovaaks.com/en/home/KovaaK's/CustomSensitivityScales
- KovaaK's Sensitivity Matcher (open source): presets of 0.022 for Quake/Source and 0.0066 for Overwatch. github.com/KovaaK/SensitivityMatcher/blob/master/ReleaseAssets/bin/SensitivityMatcher.au3
- Liquipedia, Apex Legends: Mouse settings. Turn circumference = 360 / (CPI × sensitivity × m_yaw); eDPI (CPI × sensitivity) only compares players with the same yaw, not across games. liquipedia.net/apexlegends/Mouse_settings