Converting sensitivity between games
Conversion is exact arithmetic, not an approximation, and you can do the two most common cases in your head. What conversion does not do is make two games feel identical, and understanding that boundary is what stops people from repeatedly re-converting.
The method
Three steps, and only one of them involves a calculation you cannot do mentally.
- Establish your cm/360 in the game you know. Either calculate it from your DPI and sensitivity, or measure it on the pad. Measuring is more reliable because it catches everything.
- Look up the target game's yaw constant. They are all on the constants page.
- Solve for the sensitivity that gives the same distance.
Or use the converter, which does all three and shows the working.
Engine families
Games sharing a yaw constant share a sensitivity value outright. Within a family you do not convert anything: you type the same number.
| 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 |
Three families cover the current competitive landscape. The Source family at 0.022 is the largest by title count, because the constant descends from Quake through Half-Life into every Source and Source 2 game, and Respawn's fork carried it into Titanfall and Apex Legends. Valorant sits alone at 0.07. The Overwatch family at 0.0066 covers Blizzard's shooter and modern Call of Duty.
The two shortcuts worth memorising
| From | To | Do this | Because |
|---|---|---|---|
| Counter-Strike | Valorant | Divide by 3.1818 | 0.07 / 0.022 = 3.1818 |
| Valorant | Counter-Strike | Multiply by 3.1818 | The same ratio, inverted |
| Counter-Strike | Overwatch 2 or CoD | Divide by 0.3, or multiply by 3.333 | 0.0066 / 0.022 = 0.3 exactly |
| Overwatch 2 or CoD | Counter-Strike | Multiply by 0.3 | The same ratio, inverted |
| Counter-Strike | Apex, Deadlock, TF2, Quake | Nothing | Same family, same constant |
Both ratios are clean enough to hold in your head, and between them they cover most of the conversions anyone actually asks for.
What conversion does not preserve
This is the part people skip, and it is the reason a correct conversion sometimes gets abandoned after two days.
Field of view
Rotation is preserved; screen coverage is not. If the new game renders a wider field of view, a target crossing your screen appears to move more slowly, and tracking will feel sluggish even though your flicks land exactly right. This is a perceptual difference, not an error, and adaptation handles it within a week. See monitor distance coefficient.
Movement and recoil mechanics
How much your character sways while moving, how much recoil pulls your aim, and whether the game applies view punch when you are shot all change how much correcting you do. None of that is sensitivity, and none of it should be compensated for with sensitivity.
Target size and engagement distance
A game with larger hitboxes at closer range demands less precision. Converting into that game gives you a correct rotation mapping that is more precise than the game requires, which feels slow. Converting out of it feels twitchy. Again, this is a property of the game, not of your number.
Do not re-convert to fix a feeling
The most common self-inflicted injury here is converting correctly, playing for two days, deciding the new game "needs" a different sensitivity, and changing it. Now you have two mappings instead of one and you have thrown away the entire benefit of converting. Give it two weeks. If after two weeks you still want a deliberate deviation, make it once, by 10%, and write it down.
Games we do not publish conversions for
Some sensitivity systems are not a simple multiplier on a fixed constant, and a conversion for them is correct only under conditions we cannot verify from here.
| Game | Why it is not a simple constant |
|---|---|
| Fortnite | Percentage-based scale with separate build and edit sensitivities, and the mapping has changed across seasons. |
| Rainbow Six Siege | Scaling interacts with field of view, and the relationship changed across major patches. |
| PUBG | Per-scope sensitivity system where each magnification has its own value and its own scaling behaviour. |
| Battlefield series | A soldier sensitivity coefficient combined with per-vehicle and per-optic scaling. |
For any of these, use the measurement method instead: match the cm/360 by hand using the tape test on the cm/360 page. It takes five minutes and is correct regardless of how the game's sensitivity system is built internally.
Related reading
- The converter.
- The constants, with origins.
- The measurement method for anything the constants cannot cover.
Frequently asked questions
Is there a universal sensitivity conversion formula?
Yes, for any game whose sensitivity is a simple multiplier on a fixed rotation constant. Solve for the sensitivity that keeps cm/360 constant: new sens = (360 / new yaw) x 2.54 / (DPI x cm/360). Games that scale sensitivity by field of view, or by weapon, or on a percentage scale, do not fit this form.
What is the CS to Valorant conversion?
Divide by 3.1818, because Valorant's yaw constant is 0.07 and Counter-Strike's is 0.022. A Counter-Strike sensitivity of 1.0 is a Valorant sensitivity of 0.3142 at the same DPI. Going the other way, multiply by 3.1818.
What is the CS to Overwatch conversion?
Divide by 0.3, or equivalently multiply by 3.333. Overwatch 2 uses 0.0066, which is exactly 0.3 times Counter-Strike's 0.022. A Counter-Strike sensitivity of 1.5 is an Overwatch sensitivity of 5.0 at the same DPI.
Why does my converted sensitivity feel too fast or too slow?
Almost always field of view, occasionally weapon movement mechanics. Conversion preserves rotation exactly; it cannot preserve how much of your screen a rotation covers when the two games render different fields of view. Give it a week before adjusting, because the mismatch is usually smaller than the unfamiliarity.
Which games cannot be converted reliably?
Fortnite (percentage scale with separate build and edit sensitivities), Rainbow Six Siege (field-of-view-dependent scaling that changed across patches), PUBG and Battlefield (per-weapon and per-scope curves). Conversions for these exist but are approximations that break at some field of view or on some weapon, so we do not publish them.