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Sensitivity Converter

Switching games but want your aim to feel exactly the same? This sensitivity converter translates your mouse sensitivity between 23 FPS games using the one number that actually transfers: your cm/360, the physical distance your mouse travels for a full turn. Pick your old game, pick your new game, and the converted sensitivity appears instantly.

  • 100% free, no sign-up
  • 23 games with verified yaw values
  • cm/360 + inches/360 + eDPI
  • Pro-player presets included
Why numbers differEvery game has its own yaw

Yaw is how many degrees your view turns per mouse count at sensitivity 1.0. Valorant's yaw is 0.07, CS2's is 0.022 — so the same number feels completely different in each game.

The number that transferscm/360: your physical turn

cm/360 is the centimetres your mouse must travel for a full 360-degree turn. Keep it the same and your muscle memory survives the switch, whatever game you move to.

eDPI is not enougheDPI = sensitivity × DPI

eDPI lets you compare two setups inside one game. Across games it fails, because it ignores yaw — that is why this page converts through cm/360 instead.

23 games, one tableYour aim in every game at once

The results include your converted sensitivity for all 23 games at your DPI, so you can check a third or fourth game without re-entering anything.

Your current setup

The game you play now, with the sensitivity you already like.

The in-game sensitivity number, as shown in that game's settings.

Your mouse's DPI setting. 800 is the most common value for FPS players.

The game you are switching to. Pick any of the 23 supported games.

Keep this the same as your current DPI unless you are also changing your mouse DPI. Changing it changes the converted sensitivity.

Pro-player starting points

Tap one to load a real pro setup, then convert it to your game. These are starting points, not rules — your hand is different from theirs.

Fortnite note: enter your Fortnite sensitivity exactly as the game shows it (for example 5.0). Battlefield 6 is the one exception in the list: its sensitivity scales non-linearly, so its conversion is solved exactly with a quadratic formula and marked approximate in the table.
Converted sensitivity
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Your aim, in physical distance
Your cm/360 in every game
Same physical aim, at your current DPI. Find your new game in the list and read across.

Please note: yaw values are the per-game constants published by converter communities and verified against multiple sources. Games can change their sensitivity scales in patches, and scoped/ADS sensitivity is a separate setting this converter does not cover — check your new game's training range after converting.

How this sensitivity converter works

Three steps, in the order the math runs — your current aim is measured first, then translated, then shown in every game.

1

Measure your current aim

Enter your current game, sensitivity and mouse DPI. The converter works out your cm/360: the physical distance for one full turn. For CS2 at 2.0 sensitivity and 800 DPI, that is 26.0 cm.

2

Translate through cm/360

Each game has a yaw value — degrees turned per mouse count. The target sensitivity is your source sensitivity times the ratio of the two yaws, which is exactly what keeps the cm/360 identical.

3

Read every game at once

The results show your converted sensitivity for the game you picked, plus the full table: your cm/360 expressed as a sensitivity in all 23 games, at your DPI. Copy the one you need and test it in the training range.

Target sens = Source sens × (Source yaw ÷ Target yaw)   |   cm/360 = 914.4 ÷ (DPI × sens × yaw)

cm/360 vs eDPI: which number should you trust?

Two numbers get thrown around in every sensitivity argument. Only one of them survives a switch between games.

cm/360: the physical truth

cm/360 is measured on your desk, not in a menu. Move your mouse 26 cm and your view turns once — that is true in CS2, in Valorant, in any game, because it is a physical distance. Two players with the same cm/360 have the same physical aim, even if their sensitivity numbers look nothing alike.

Use cm/360 whenever you switch games, change mice, or compare settings with a friend who plays something else.

eDPI: useful, but only inside one game

eDPI is sensitivity multiplied by DPI: 2.0 at 800 DPI is 1600 eDPI. It is handy for comparing two setups in the same game — 1.0 at 1600 DPI feels like 2.0 at 800 DPI in CS2, because the product is the same.

Across games it breaks. Valorant 0.35 at 800 DPI is 280 eDPI and CS2 1.11 at 800 DPI is 891 eDPI, yet both are the same physical aim (46.7 cm/360). The eDPI numbers differ because the yaws differ — which is exactly why this page converts through cm/360.

A valorant sens converter, specifically: Valorant's yaw is 0.07 — much higher than CS2's 0.022 — so Valorant sensitivities are always smaller numbers for the same feel. CS2 2.0 at 800 DPI becomes Valorant 0.63. If your converted Valorant number looks surprisingly small, that is correct, not a bug.
Scoped and ADS sensitivity: this converter covers hipfire sensitivity only. Most games have a separate ADS or scope multiplier, and those do not convert with the same ratio. Convert hipfire here, then tune your scope setting by feel.

Worked examples

Two real switches, worked through the same formula. The first is the example pre-filled in the converter.

SwitchFromTocm/360eDPI change
CS2 player tries ValorantCS2 2.0 at 800 DPIValorant 0.6326.0 cm1600 → 503
Valorant player tries CS2Valorant 0.35 at 800 DPICS2 1.1146.7 cm280 → 891
Apex player tries Overwatch 2Apex 3.0 at 800 DPIOverwatch 2 10.0017.3 cm2400 → 8000

Example 1: CS2 2.0 at 800 DPI means 2.0 × 0.022 ÷ 0.07 = 0.63 in Valorant, and the cm/360 is 914.4 ÷ (800 × 2.0 × 0.022) = 26.0 cm. Example 2: Valorant 0.35 at 800 DPI becomes 0.35 × 0.07 ÷ 0.022 = 1.11 in CS2, with a cm/360 of 914.4 ÷ (800 × 0.35 × 0.07) = 46.7 cm — the same physical aim the pro preset Aspas plays with. Example 3 shows why eDPI misleads: Apex 3.0 at 800 DPI becomes Overwatch 2 10.00, because Overwatch's yaw (0.0066) is far smaller than Apex's (0.022) — the eDPI jumps from 2400 to 8000 while the physical aim never changes.

Sensitivity questions, answered

What is a sensitivity converter?

A sensitivity converter translates your mouse sensitivity from one game to another so your aim feels the same. Every FPS game uses a different internal scale — its yaw value — so copying the same number across games does not work. This converter measures your current aim as a cm/360 distance, then finds the sensitivity in the new game that gives the identical distance.

What is cm/360 and why does it matter?

cm/360 is the physical distance your mouse must travel for your in-game view to turn a full circle. It matters because it is the same in every game: if your cm/360 is 26 cm in CS2, you want 26 cm in Valorant too. Players who switch games and keep their cm/360 keep their muscle memory; players who copy the number do not.

What is eDPI?

eDPI is your sensitivity multiplied by your mouse DPI. CS2 2.0 at 800 DPI is 1600 eDPI. It is useful inside one game, but it does not transfer across games because it ignores yaw — Valorant 0.35 at 800 DPI (280 eDPI) and CS2 1.11 at 800 DPI (891 eDPI) are the same physical aim.

Can I use this as a valorant sens converter?

Yes. Pick Valorant as the target game and enter your current game and sensitivity — the converter gives you the Valorant sensitivity that matches your aim, plus your cm/360. The common direction is CS2 to Valorant: CS2 2.0 at 800 DPI becomes Valorant 0.63, and the reverse direction works the same way.

Can I use this as an aimlabs sens converter?

Partly. Aim Lab and similar aim trainers let you enter a cm/360 value directly, so you do not need a converted sensitivity number at all: take the cm/360 figure from this page and type it into the trainer. That preserves your aim exactly, whatever game you came from.

Why is Battlefield 6 handled differently?

Battlefield 6 is the one game on this list whose sensitivity does not scale linearly — its effective yaw grows with the sensitivity itself. A simple yaw ratio would be wrong, so this converter solves the exact quadratic for Battlefield 6 and marks its table entries as approximate, since the game's own scaling can shift with patches.