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Game sensitivity constants

Every sensitivity conversion on this site rests on one number per game: how many degrees you rotate per mouse count at sensitivity 1. These are those numbers, where each comes from, and how to check them without trusting us.

DataUpdated 7 min read

The formula everything rests on

degrees per count = yaw x sensitivity cm/360 = (360 / (yaw x sensitivity)) / DPI x 2.54

Given a yaw constant, every sensitivity question about that game becomes arithmetic. Given two yaw constants, conversion between the games is a single division.

The constants

Yaw constant = degrees of in-game rotation per mouse count at sensitivity 1. cm/360 column is computed at 800 DPI and the game's default sensitivity.
GameEngine FamilyYaw Default senscm/360 at default, 800 DPI
Counter-Strike 2Source 2Source 0.0222.5 20.8 cm
Counter-Strike: GOSourceSource 0.0222 26.0 cm
ValorantUnreal Engine 4Valorant 0.070.4 40.8 cm
Apex LegendsSource (mod)Source 0.0223 17.3 cm
Titanfall 2Source (mod)Source 0.0223 17.3 cm
DeadlockSource 2Source 0.0222.5 20.8 cm
Team Fortress 2SourceSource 0.0223 17.3 cm
Left 4 Dead 2SourceSource 0.0223 17.3 cm
Half-Life 2 / Portal 2SourceSource 0.0223 17.3 cm
Quake Championsid Tech (Saber)Source 0.0222 26.0 cm
Overwatch 2In-houseOverwatch 0.00665 34.6 cm
Call of Duty (modern)IWOverwatch 0.00667 24.7 cm
The FinalsUnreal Engine 5Overwatch 0.00660.5 346.4 cm
Marvel RivalsUnreal Engine 5Overwatch 0.006620 8.7 cm

Notes on each title

What the constant means in practice for each title.
GameNote
Counter-Strike 2Identical to CS:GO and CS 1.6. m_yaw 0.022 is the historic Quake-lineage default.
Counter-Strike: GOSame constant as CS2, so sensitivity carries over 1:1.
ValorantValorant sens x 3.18 is the well-known CS approximation because 0.07 / 0.022 = 3.1818.
Apex LegendsSource lineage, so Apex and CS share a sensitivity value 1:1.
Titanfall 2Same Respawn Source branch as Apex.
DeadlockValve Source 2, same constant as CS2.
Team Fortress 2Standard Source m_yaw.
Left 4 Dead 2Standard Source m_yaw.
Half-Life 2 / Portal 2The original reference point for the 0.022 family.
Quake ChampionsQuake set the 0.022 convention that Source inherited.
Overwatch 20.0066 per sens unit. Overwatch sens x 0.3 gets you close to a CS value.
Call of Duty (modern)Modern Warfare, Black Ops and Warzone share the 0.0066 constant at 1.00 ADS multiplier.
The FinalsCommunity-verified as sharing the 0.0066 constant. Treat as very close rather than certified.
Marvel RivalsUses the Overwatch-family constant, so Overwatch values transfer 1:1. Verify with a 360 test.

Engine families

Games sharing a constant share a sensitivity value, so no conversion is needed within a family.

The three families and the ratios between them.
FamilyYawMembers hereRatio to Source
Source / Quake lineage0.022CS2, CS:GO, Apex, Titanfall 2, Deadlock, TF2, L4D2, Half-Life 2, Quake Champions1.000
Valorant0.07Valorant3.1818
Overwatch lineage0.0066Overwatch 2, Call of Duty, Marvel Rivals, The Finals0.300

The two ratios worth memorising: Valorant to Counter-Strike is a multiplication by 3.1818, and Overwatch to Counter-Strike is a multiplication by 0.3. Both are exact.

Verifying a constant yourself

You should not have to take our word for any of this, and the check takes three minutes.

  1. Set a known DPI (800 is convenient) and a known sensitivity.
  2. Put tape on your pad and mark the left edge of your mouse.
  3. Look at a fixed point in game, rotate exactly 360 degrees in one motion, and mark again.
  4. Measure the distance in centimetres, then divide by 2.54 to get inches.
  5. Solve for yaw.
yaw = 360 / (sensitivity x DPI x inches moved)

Worked example: Counter-Strike 2, sensitivity 1.0, 800 DPI, measured 51.9 cm.

51.9 cm / 2.54 = 20.43 inches yaw = 360 / (1.0 x 800 x 20.43) = 0.02202

Within a fraction of a percent of 0.022, and the residual is measurement error rather than a wrong constant.

Games we deliberately exclude

Publishing a wrong conversion is worse than publishing none, so these titles are absent on purpose.

Excluded titles and the specific reason for each.
GameWhy a single constant does not describe itWhat to do instead
FortnitePercentage-based scale, separate build and edit sensitivities, and the relationship has changed across seasons.Measure cm/360 by hand and match it
Rainbow Six SiegeSensitivity interacts with field of view, and the relationship changed across major patches.Measure by hand at your chosen FOV
PUBGPer-scope sensitivity system where each magnification scales differently.Match hipfire by hand, then tune scopes individually
Battlefield seriesSoldier sensitivity coefficient combined with per-vehicle and per-optic scaling.Measure by hand
Console shooters generallyStick input is rate-based, so there is no distance-to-angle mapping to convert.See the controllers cluster

For every one of these, the hand measurement method on the cm/360 page works perfectly, because it measures the result rather than modelling the mechanism.

How this page is maintained

Constants are re-checked when a supported game ships a major input or engine change, and when a reader reports a discrepancy with a measurement. Community-established values, which are marked as such in the notes above, carry more uncertainty than engine-published ones, and we would rather say so than present everything with equal confidence.

If your own 360 measurement disagrees with a constant here by more than about 2%, we would like to know: send a correction with your DPI, sensitivity and measured distance.

Related reading

Frequently asked questions

What is a yaw value in a game?

The number of degrees your view rotates horizontally for each mouse count received, at sensitivity 1.0. Source engine games expose it directly as the console variable m_yaw, which defaults to 0.022. Other engines do not expose it but behave identically: sensitivity multiplies a fixed rotation-per-count constant.

Why is 0.022 such a common value?

It descends from Quake, where m_yaw was set to 0.022, and it was inherited by the Half-Life and Source engines and then by every game built on them, including Counter-Strike, Team Fortress 2, Apex Legends and Deadlock. It is a historical accident that became a standard.

How can I verify a yaw value myself?

Set a known DPI and sensitivity, mark your mousepad, perform exactly one 360 degree rotation in game, and measure the distance. Then solve: yaw = 360 / (sensitivity x DPI x inches moved). If your measurement matches the published constant to within a percent or so, it is correct for your version of the game.

Do these values change with game updates?

Rarely, but it happens, usually when a game reworks its input handling. Source-family constants have been stable for over two decades. When we become aware of a change, the constant is updated and the change is logged on our corrections page.

Why do you not support Fortnite or Rainbow Six Siege?

Their sensitivity systems are not a simple multiplier on a fixed constant: they use percentage scales, field-of-view-dependent scaling, or per-weapon curves. A single conversion factor for them would be correct at one configuration and wrong at others, and we would rather publish nothing than something quietly wrong.

Sourcing. Source-family values are the engine's own m_yaw default, readable in the game console. Non-Source values are established by 360-rotation measurement and cross-checked against multiple independent converters. Where a value is community-established rather than engine-published, the table says so. Found an error? Send a correction.