Mouse Sensitivity Converter

Updated October 7, 2026

Pick the game you're coming from, enter your sensitivity and mouse DPI, and pick the game you're moving to. The converter keeps your mouse distance for a full 360° turn the same, and shows that distance in inches and centimeters along with your eDPI in both games.

DPI in Valorant

Use 0.629 in Valorant to match 2 in CS2.

Per 360° turn
10.2 in (26 cm)
CS2 eDPI
1,600
Valorant eDPI
503
Multiplier
× 0.3145
Same turn in every game at 800 DPI
GameSensitivityeDPI
Counter-Strike 2 / CS:GO21,600
Valorant0.629503
Apex Legends21,600
Overwatch 26.6675,333
Fortnite7.921%–
Marvel Rivals2.5142,011
Rainbow Six Siege7.6796,144
Call of Duty6.6675,333
Deadlock1800
The Finals4435,200
Destiny 26.6675,333
Quake Champions21,600
Team Fortress 221,600
Rust0.391313
Delta Force1.4671,173
Hunt: Showdown1.024819

Converts hip-fire (unscoped) sensitivity with mouse acceleration off. Scoped and ADS multipliers work differently in each game. Most yaw values are community-measured, see the table below.

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.

FromToMultiply byExample
CS2Valorant0.3145or ÷ 3.181.5 → 0.472
ValorantCS23.180.4 → 1.272
ValorantOverwatch 210.60.4 → 4.24
ValorantApex3.180.4 → 1.272
Overwatch 2Valorant0.09434or ÷ 10.66 → 0.566
ValorantFortnite12.590.4 → 5.038%
ValorantMarvel Rivals3.9980.4 → 1.599
FortniteValorant0.0794or ÷ 12.598% → 0.635
CS2Apex11.5 → 1.5
CS2Marvel Rivals1.2571.5 → 1.886
Overwatch 2Marvel Rivals0.3771or ÷ 2.6526 → 2.263
CS2Overwatch 23.3331.5 → 5
CS2Siege3.841.5 → 5.76
ValorantSiege12.210.4 → 4.884
Call of DutyValorant0.09434or ÷ 10.66 → 0.566
ApexValorant0.3145or ÷ 3.182 → 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:

Game25 cm9.8 in35 cm13.8 in45 cm17.7 in55 cm21.7 in
CS21,6631,188924756
Valorant523373290238
Apex1,6631,188924756
Overwatch 25,5423,9583,0792,519
Marvel Rivals2,0901,4931,161950
Siege6,3844,5603,5472,902
Call of Duty5,5423,9583,0792,519

CS2 and Valorant eDPI to cm/360

CS2 eDPIPer 360°Valorant eDPIPer 360°
40041 in (104 cm)16032 in (82 cm)
60027 in (69 cm)20026 in (65 cm)
80020 in (52 cm)24021 in (54 cm)
1,00016.4 in (42 cm)28018.4 in (47 cm)
1,20013.6 in (35 cm)32016.1 in (41 cm)
1,60010.2 in (26 cm)40012.9 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.

GameSens400 DPI800 DPI1600 DPI
CS2141 in104 cm20 in52 cm10.2 in26 cm
CS21.527 in69 cm13.6 in35 cm6.8 in17.3 cm
CS22.516.4 in42 cm8.2 in21 cm4.1 in10.4 cm
Valorant0.343 in109 cm21 in54 cm10.7 in27 cm
Valorant0.432 in82 cm16.1 in41 cm8.0 in20 cm
Valorant0.621 in54 cm10.7 in27 cm5.4 in13.6 cm
Apex1.527 in69 cm13.6 in35 cm6.8 in17.3 cm
Apex220 in52 cm10.2 in26 cm5.1 in13.0 cm
Apex313.6 in35 cm6.8 in17.3 cm3.4 in8.7 cm
Overwatch 2434 in87 cm17.0 in43 cm8.5 in22 cm
Overwatch 2623 in58 cm11.4 in29 cm5.7 in14.4 cm
Overwatch 2817.0 in43 cm8.5 in22 cm4.3 in10.8 cm
Fortnite6%27 in69 cm13.5 in34 cm6.8 in17.1 cm
Fortnite8%20 in51 cm10.1 in26 cm5.1 in12.9 cm
Fortnite10%16.2 in41 cm8.1 in21 cm4.1 in10.3 cm
Marvel Rivals1.534 in87 cm17.1 in44 cm8.6 in22 cm
Marvel Rivals2.521 in52 cm10.3 in26 cm5.1 in13.1 cm
Marvel Rivals412.9 in33 cm6.4 in16.3 cm3.2 in8.2 cm
Siege819.6 in50 cm9.8 in25 cm4.9 in12.5 cm
Siege1213.1 in33 cm6.5 in16.6 cm3.3 in8.3 cm
Siege207.9 in19.9 cm3.9 in10.0 cm2.0 in5.0 cm
Call of Duty434 in87 cm17.0 in43 cm8.5 in22 cm
Call of Duty623 in58 cm11.4 in29 cm5.7 in14.4 cm
Call of Duty817.0 in43 cm8.5 in22 cm4.3 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.

GameYaw (°/count)BasisSource
Counter-Strike 2 / CS:GO0.022Game files[1], [2]
Valorant0.06996Community-measured[4]
Apex Legends0.022Community-measured[4]
Overwatch 20.0066Community-measured[4], [6]
Fortnite0.005555 per 1%Community-measured[4]
Marvel Rivals0.0175Community-measured[4]
Rainbow Six Siege0.018 ÷ πCommunity-measured[4]
Call of Duty0.0066Community-measured[4]
Deadlock0.044Community-measured[4]
The Finals0.001Community-measured[4]
Destiny 20.0066Community-measured[4]
Quake Champions0.022Community-measured[4]
Team Fortress 20.022Game files[2]
Rust0.1125Community-measured[4]
Delta Force0.03Community-measured[4]
Hunt: Showdown0.04297Community-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.

Looking for a new mouse? See our gaming mouse picks, including the Razer Basilisk V3 and the budget Logitech G305.

Sources were checked on October 7, 2026.

Sources

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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