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.
The formula everything rests on
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
| Game | Engine | Family | Yaw | Default sens | cm/360 at default, 800 DPI |
|---|---|---|---|---|---|
| Counter-Strike 2 | Source 2 | Source | 0.022 | 2.5 | 20.8 cm |
| Counter-Strike: GO | Source | Source | 0.022 | 2 | 26.0 cm |
| Valorant | Unreal Engine 4 | Valorant | 0.07 | 0.4 | 40.8 cm |
| Apex Legends | Source (mod) | Source | 0.022 | 3 | 17.3 cm |
| Titanfall 2 | Source (mod) | Source | 0.022 | 3 | 17.3 cm |
| Deadlock | Source 2 | Source | 0.022 | 2.5 | 20.8 cm |
| Team Fortress 2 | Source | Source | 0.022 | 3 | 17.3 cm |
| Left 4 Dead 2 | Source | Source | 0.022 | 3 | 17.3 cm |
| Half-Life 2 / Portal 2 | Source | Source | 0.022 | 3 | 17.3 cm |
| Quake Champions | id Tech (Saber) | Source | 0.022 | 2 | 26.0 cm |
| Overwatch 2 | In-house | Overwatch | 0.0066 | 5 | 34.6 cm |
| Call of Duty (modern) | IW | Overwatch | 0.0066 | 7 | 24.7 cm |
| The Finals | Unreal Engine 5 | Overwatch | 0.0066 | 0.5 | 346.4 cm |
| Marvel Rivals | Unreal Engine 5 | Overwatch | 0.0066 | 20 | 8.7 cm |
Notes on each title
| Game | Note |
|---|---|
| Counter-Strike 2 | Identical to CS:GO and CS 1.6. m_yaw 0.022 is the historic Quake-lineage default. |
| Counter-Strike: GO | Same constant as CS2, so sensitivity carries over 1:1. |
| Valorant | Valorant sens x 3.18 is the well-known CS approximation because 0.07 / 0.022 = 3.1818. |
| Apex Legends | Source lineage, so Apex and CS share a sensitivity value 1:1. |
| Titanfall 2 | Same Respawn Source branch as Apex. |
| Deadlock | Valve Source 2, same constant as CS2. |
| Team Fortress 2 | Standard Source m_yaw. |
| Left 4 Dead 2 | Standard Source m_yaw. |
| Half-Life 2 / Portal 2 | The original reference point for the 0.022 family. |
| Quake Champions | Quake set the 0.022 convention that Source inherited. |
| Overwatch 2 | 0.0066 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 Finals | Community-verified as sharing the 0.0066 constant. Treat as very close rather than certified. |
| Marvel Rivals | Uses 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.
| Family | Yaw | Members here | Ratio to Source |
|---|---|---|---|
| Source / Quake lineage | 0.022 | CS2, CS:GO, Apex, Titanfall 2, Deadlock, TF2, L4D2, Half-Life 2, Quake Champions | 1.000 |
| Valorant | 0.07 | Valorant | 3.1818 |
| Overwatch lineage | 0.0066 | Overwatch 2, Call of Duty, Marvel Rivals, The Finals | 0.300 |
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.
- Set a known DPI (800 is convenient) and a known sensitivity.
- Put tape on your pad and mark the left edge of your mouse.
- Look at a fixed point in game, rotate exactly 360 degrees in one motion, and mark again.
- Measure the distance in centimetres, then divide by 2.54 to get inches.
- Solve for yaw.
Worked example: Counter-Strike 2, sensitivity 1.0, 800 DPI, measured 51.9 cm.
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.
| Game | Why a single constant does not describe it | What to do instead |
|---|---|---|
| Fortnite | Percentage-based scale, separate build and edit sensitivities, and the relationship has changed across seasons. | Measure cm/360 by hand and match it |
| Rainbow Six Siege | Sensitivity interacts with field of view, and the relationship changed across major patches. | Measure by hand at your chosen FOV |
| PUBG | Per-scope sensitivity system where each magnification scales differently. | Match hipfire by hand, then tune scopes individually |
| Battlefield series | Soldier sensitivity coefficient combined with per-vehicle and per-optic scaling. | Measure by hand |
| Console shooters generally | Stick 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
- The converter that uses these values.
- The conversion method in full.
- cm/360 and the hand measurement procedure.
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.