ADS and zoom sensitivity calculator
When you aim down sights, your field of view narrows and your aim changes character. The multiplier you want depends on whether you track targets by rotation or by their position on your screen. There is no single right answer, but there are exactly three defensible ones.
0% multiplier for reference -
The problem this solves
Your screen is flat, and a flat screen has to squash a cone of vision onto a rectangle. The narrower the cone, the less squashing happens, which is why zooming in makes everything look bigger. It also means the relationship between mouse movement and on-screen movement changes when your field of view changes.
You get to pick which quantity stays constant, and you can only pick one:
| Coefficient | What stays constant | Suits | Feels like |
|---|---|---|---|
| 0% | Degrees of rotation per centimetre of mouse movement | Flick aimers who have memorised angles | Slower when scoped, because a smaller part of the world fills the screen |
| 50% | Neither exactly; a midpoint between the two | Most people, most of the time | Close enough to both that few can distinguish it |
| 100% | Centimetres of crosshair travel across the screen | Trackers who follow a target's on-screen position | Same speed across the monitor at any zoom |
The maths
At 0% monitor distance, the multiplier is the ratio of the tangents of the half fields of view:
That is the correct rotation-preserving answer, and it is where the small numbers come from. Going from 103 degrees hipfire to 70 degrees aimed gives a multiplier of about 0.55, not 0.68 as a naive ratio of the angles would suggest, because the projection is not linear in angle.
At 100% the multiplier is exactly 1.00, because the game is already scaling to keep on-screen travel constant. This is what most games mean by their default "relative" setting, which is why the default rarely preserves rotation.
The practical shortcut
If you do not know your field of view values, do not guess. Measure instead: scope in, do a controlled 360 degree turn, and measure the distance on your pad. Compare it to your hipfire cm/360. If the aimed distance is longer, your multiplier is below the rotation-matching value; if shorter, it is above. Adjust until they match, and you have achieved 0% matching without touching a calculator.
What we actually recommend
Pick 0% and stop thinking about it. The reason is not that 0% is objectively superior; it is that 0% makes hipfire and aimed movement the same skill. Every hour you spend aiming builds one set of muscle memory instead of two. That consolidation is worth more than the marginal tracking advantage of screen matching, unless you play a game where you spend most of your time scoped.
The one exception is high-magnification scopes. At 6x or above, a 0% multiplier gets very small and can push you past the resolution of your own hand: a movement fine enough to make a correction becomes finer than you can reliably produce. If a scope feels unusably slow at 0%, raise it and accept the inconsistency for that one weapon.
Related reading
- Monitor distance coefficient in depth, including field of view changes between games.
- Sensitivity converter for the hipfire value this multiplier applies to.
- Finding your sensitivity, which should come first.
Frequently asked questions
What is monitor distance coefficient?
It is the point on your screen where the two fields of view are made to match. At 0%, they are matched at the exact centre, which preserves degrees of rotation per centimetre of mouse movement. At 100%, they are matched at the horizontal edge, which preserves how far the crosshair travels across the screen. Any value between interpolates between those two behaviours.
Which coefficient should I use?
0% if your aim is built on rotation, meaning you flick to a remembered angle. 100% if your aim is built on the screen, meaning you drag the crosshair onto a target you can see. Most people are somewhere in between, which is why 50% survives as a default. If you genuinely cannot tell, use 0%: it makes your hipfire and scoped muscle memory the same thing, which is one fewer variable.
Why does my game show 1.00 as the default ADS multiplier?
Because most games define 1.00 as "relative", meaning the sensitivity scales with the zoom factor so on-screen crosshair travel stays consistent. That is effectively 100% monitor distance matching, not raw rotation matching. If you want rotation to stay constant, you almost always need a number below 1.00.
Does this apply to sniper scopes too?
Yes, and it matters more there, because the field of view change is far larger. A 6x scope at 0% matching gives a very small multiplier, which feels sluggish to people expecting the default. That sluggishness is the point: it is what keeps a given wrist movement worth the same number of degrees.
Where do I find my ADS field of view?
Some games display it; most do not. The reliable approach is a 360 rotation measurement while scoped, which gives you the effective sensitivity directly and lets you skip the field of view step entirely. Our monitor distance coefficient guide walks through it.