Sensitivity converter
Enter the sensitivity you already trust in one game, and get the number that gives you the identical physical turn in another. The conversion is exact, because every game here publishes or exposes a fixed rotation-per-count constant.
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Aiming style
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How the conversion works
Every game in the list turns your mouse counts into rotation with the same shape of equation. One count of mouse movement rotates your character by a fixed number of degrees, and your sensitivity setting scales that number:
The yaw constant is a property of the engine, not of you. Source games expose it directly as the console variable m_yaw, which has sat at 0.022 since Quake. Valorant uses 0.07. Overwatch 2 and modern Call of Duty use 0.0066. Once you know the constant, the physical distance you move to complete a full turn falls out:
The converter solves that equation for the sensitivity that keeps cm/360 identical in the second game. That is the whole trick. There is no calibration step, no "feel" adjustment, and no proprietary algorithm: it is one division.
Engine families: when the number does not need to change
Games that share a yaw constant share a sensitivity value outright. If you play Counter-Strike 2 at 1.2 and move to Apex Legends, your sensitivity in Apex is 1.2, because both are Source-lineage engines running 0.022. This is why so many players run "the same sens" across several titles without ever converting anything: they happen to be playing inside one family.
| 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 |
Two useful shortcuts fall out of that table. Valorant to Counter-Strike is a multiplication by 3.1818, because 0.07 divided by 0.022 is 3.1818. Overwatch to Counter-Strike is a multiplication by 0.3, because 0.0066 divided by 0.022 is exactly 0.3. Those two numbers cover most of the conversions people actually need, and you can do them in your head.
Verify it in thirty seconds
Put a piece of tape on your mousepad at the left edge of your mouse. In game, look at a fixed point, drag the mouse right until you have turned exactly 360 degrees and are looking at that point again, and mark the tape. Measure between the marks. That distance should match the cm/360 the calculator printed to within a few millimetres. If it does not, something is scaling your input: check for in-game acceleration, a non-default Windows pointer speed, or a mouse driver sensitivity multiplier stacked on top of your DPI.
Changing DPI at the same time
Set the two DPI fields differently and the converter handles both changes at once. This is the correct way to move to a new mouse whose DPI steps differ from your old one, or to move off an awkward number like 450 without disturbing your aim. Your turn distance is preserved; only the two numbers on screen change.
One caveat: sensitivity fields have a minimum step. Counter-Strike accepts three decimal places, Valorant accepts three, Overwatch 2 moves in hundredths. If a conversion lands between two available steps, take the nearer one and accept an error of well under one percent, which is far below what anyone can feel. Do not adjust DPI to force a tidy in-game number, because DPI steps on many sensors are themselves approximations of the value printed in software.
Three mistakes that make a correct conversion feel wrong
Field of view is different
Conversion preserves rotation, not on-screen movement. If you play Counter-Strike at 90 degrees and Apex at 110, the same physical turn covers a different fraction of your screen, so tracking will feel faster or slower even though your rotation is identical. This is a real effect, not an error in the maths, and it is the reason monitor distance matching exists. The monitor distance coefficient page covers what to do about it.
Something else is scaling your input
Windows pointer speed away from the 6/11 default multiplies your counts before the game sees them, and on some settings it drops counts entirely. Mouse driver "sensitivity" sliders do the same. Any of these silently invalidates the conversion. Set pointer speed to 6/11, turn off enhance pointer precision, and leave driver sensitivity at 1.
You converted from a sensitivity you had never settled on
A conversion faithfully reproduces whatever you gave it. If the source value was one you had been fiddling with for a week, you have now exported your uncertainty into a second game. Spend a few sessions confirming the original number first, using the process on how to find your sensitivity.
Where to go next
- eDPI and cm/360 calculator if you want to work backwards from a target distance instead.
- Why cm/360 is the only sensitivity number worth quoting, and why eDPI is not comparable across games.
- The constants themselves, with origins and the list of games we deliberately exclude.
- The full conversion method, including the two shortcuts you can do in your head.
- Matching your sensitivity into an aim trainer, which must be exact to be useful.
Frequently asked questions
Is a converted sensitivity exactly the same, or just close?
Exactly the same, for horizontal rotation. Both games are told to rotate you by yaw x sensitivity degrees for every count your mouse reports. If you solve for the sensitivity that makes the product identical, the number of centimetres you move to turn 360 degrees is identical too. The only sources of error are your own DPI accuracy and any in-game acceleration or smoothing you have left switched on.
Why does my converted number look strange, like 0.3183?
Because engine constants are not round. Valorant's constant divided by Counter-Strike's is 0.07 / 0.022 = 3.1818, so a clean CS value produces an untidy Valorant one and the reverse. Do not round it to something tidier: at 800 DPI, rounding 0.3183 to 0.32 shifts your turn distance by about half a centimetre, which is enough to notice on long tracking.
Should I convert, or relearn each game separately?
Convert. Your aim is trained on a physical distance, not a number in a menu. Keeping cm/360 constant across titles means the muscle memory you built in one carries into the other on day one. The exception is a game with a genuinely different pace of engagement, where you may deliberately want a faster or slower turn, but even then you should start from the converted number and move away from it on purpose.
Does DPI matter if I convert correctly?
Not for the resulting turn distance, which is the point of converting. It matters for sensor behaviour: very low DPI can make a sensor's raw counts coarse enough that small movements quantise, and very high DPI plus a low in-game sensitivity wastes resolution and can expose smoothing on some sensors. 800 and 1600 are the safe middle for almost every modern sensor.
Which games are missing, and why?
Titles whose sensitivity system is not a simple yaw multiplier: Fortnite, Rainbow Six Siege, PUBG and Battlefield among them. They use percentage scales, field-of-view-dependent scaling, or per-weapon curves. We would rather leave them out than publish a conversion that is quietly wrong at some field of view. The constants page explains each exclusion.