Your current setup

800eDPI
DPI x in-game sensitivity
Distance per 360°
52.0 cm
Distance per 360°
20.5 inches

Convert to another game (same feel)

0.314
in-game sensitivity to match your 360° distance
How this works. Your cm/360 is the physical distance you drag the mouse to spin a full circle in-game - the most hardware-neutral way to compare sensitivity because it folds DPI and in-game sens into one number. Each game is converted using its documented yaw (degrees of rotation per mouse count at sensitivity 1): Source-engine games (CS2, CS:GO, Apex, TF2) use 0.022; Halo Infinite runs on 343 Industries' Slipspace Engine, not Source, and lands in the same 0.022 class independently rather than by shared lineage. Valorant uses 0.07, and the Overwatch 2 / Call of Duty family uses 0.0066. Conversion keeps your cm/360 identical at the same DPI: target sens = your sens x (your game yaw / target game yaw). Games marked * are approximations rather than settled constants - either they use a percentage-based or per-scope slider (Fortnite, Rainbow Six Siege), or published yaw values disagree between converters (Halo Infinite, Deadlock, Marvel Rivals, Battlefield 2042, Rust). Confirm those with an in-game 360 test on a long mousepad. The evidence ledger at the foot of this page lists the value used for each game and where it came from. eDPI is most meaningful between games that share a sensitivity scale.

This converter keeps your aim consistent when you switch games. Enter your mouse DPI, your current game, and its in-game sensitivity, then choose the game you want to play. The tool returns the sensitivity that preserves your cm/360 - the physical distance you move the mouse to turn a full circle - so your muscle memory transfers intact. It also shows your eDPI and your exact 360 distance in centimeters and inches.

The method is the one every serious sensitivity converter uses. Each game has a documented yaw, the degrees your view rotates per mouse count at sensitivity 1. Source-engine games like CS2 and Apex share a yaw of 0.022, so they convert one to one; Valorant uses 0.07; the Overwatch 2 and Call of Duty family uses 0.0066. To match your feel in a new game, the target sensitivity is your sensitivity times your game’s yaw divided by the target game’s yaw, which holds your cm/360 constant at the same DPI.

The honest caveat: a handful of games (Fortnite, some battle royales) use a percentage or per-scope slider rather than a clean linear scale, so their conversion is a close approximation marked with an asterisk. So are the games whose published yaw values disagree between converters. Confirm either kind with an in-game 360 test. Field of view also changes how a given sensitivity feels, so if you are also moving between aspect ratios, set your view with the FOV Calculator, and size the GPU that drives your frame rate with the PC Bottleneck Calculator.

Worked examples

These are this calculator’s own outputs, computed with the same formula the tool runs in your browser — so you can see a real answer without touching a single input.

A CS2 player moving to Valorant and wanting the same feel (the tool’s own default pairing, at a realistic CS2 sensitivity)

  • Inputs: DPI = 800, Game = CS2 (yaw 0.022), In-game sensitivity = 0.80, Target game = Valorant (yaw 0.07)
  • Result: eDPI 640; 64.9 cm / 25.6 inches per 360 degrees; Valorant sensitivity 0.251 at 800 DPI to match the 64.9 cm/360.

A Valorant player on a high-DPI mouse trying CS2, going the other direction through the same yaw pair

  • Inputs: DPI = 1600, Game = Valorant (yaw 0.07), In-game sensitivity = 0.35, Target game = CS2 (yaw 0.022)
  • Result: eDPI 560; 23.3 cm / 9.2 inches per 360 degrees; CS2 sensitivity 1.11 at 1600 DPI to match the 23.3 cm/360.

Assumptions and sources

  • The conversion itself is algebra, not data: holding cm/360 constant gives target sensitivity = your sensitivity x (your game’s yaw / target game’s yaw), with DPI canceling out because you keep the same mouse.
  • The per-game yaw values (0.022 for Source-engine titles, 0.07 for Valorant, 0.0066 for the Overwatch 2 / Call of Duty family, 0.044 for Deadlock) are community-documented constants. No vendor publishes them as official specifications, and the major converters do not all agree on them - the evidence ledger below records the value this page uses for each game and its source, and the disputed ones carry an asterisk. That disagreement is exactly why this page tells you to confirm the result with a physical 360 test on a marked mousepad.
  • Games flagged with an asterisk are approximations rather than settled engine constants, for one of two reasons: they use a percentage or per-scope slider rather than a clean linear scale (Fortnite, Rainbow Six Siege), or published values disagree between converters (Halo Infinite, Deadlock, Marvel Rivals, Battlefield 2042, Rust).

Frequently asked questions

How do I convert my mouse sensitivity between games?
Keep your physical 360 distance the same. Enter your DPI, your current game, and its sensitivity, then pick the game you want to convert to. The tool figures out the sensitivity that gives you the identical cm/360 in the new game, so your muscle memory carries over. Under the hood it uses each game’s documented yaw value, the degrees the view rotates per mouse count: target sensitivity equals your sensitivity times your game’s yaw divided by the target game’s yaw. Your DPI stays the same because you are not changing mice, so it cancels out of the conversion.
What is eDPI and is it the same across games?
eDPI is effective DPI: your mouse DPI multiplied by your in-game sensitivity. It is a quick way to compare two players’ real aiming speed within the same game, because someone at 1600 DPI and 0.5 sensitivity aims at the same speed as someone at 800 DPI and 1.0 sensitivity, both 800 eDPI. The catch is that eDPI only compares cleanly between games that share a sensitivity scale, like CS2 and Apex. Valorant and Overwatch use different internal scales, so their eDPI numbers are not directly comparable. For cross-game comparison, cm/360 is the honest metric.
What is cm/360 and why does it matter more than DPI?
cm/360 is the number of centimeters you physically drag the mouse to spin a full 360 degrees in-game. It is the most hardware-neutral way to describe sensitivity because it combines DPI and in-game sensitivity into a single real-world distance. Two setups with very different DPI and sensitivity numbers can have the exact same cm/360, and they will feel identical. Most competitive players land somewhere between 20 cm and 50 cm per 360. Lower numbers are faster and flick-friendly; higher numbers are slower and more precise for tracking.
Does my DPI change the converted sensitivity?
No, not when you keep the same mouse. The conversion holds your 360 distance constant, and DPI affects both the source and target identically, so it cancels out. That means converting CS2 to Valorant gives the same target sensitivity whether you run 400 or 1600 DPI. DPI does matter for the cm/360 and eDPI figures the tool shows, and it matters in real life for sensor smoothness and tracking quality, but it does not change the relative conversion between two games.
What yaw value does each game use?
Yaw is how many degrees your view turns per mouse count at sensitivity 1. Source-engine games share 0.022, which is why CS2, CS:GO, Apex Legends and Team Fortress 2 convert one to one between each other. Halo Infinite is not one of them - it runs on 343 Industries’ Slipspace Engine - but it lands in the same 0.022 class independently. Valorant uses 0.07. The Overwatch 2 and Call of Duty family, along with several Unreal Engine shooters like Marvel Rivals and The Finals, use 0.0066. This page uses 0.044 for Deadlock, twice the CS2 value, though sources disagree on it. No vendor publishes these numbers as official specifications and the major converters do not all agree on them, so the evidence ledger at the foot of this page lists the value used for each game, the source it came from and the date it was checked; games where the published values conflict are marked with an asterisk.
Why does my converted sensitivity feel slightly off in some games?
Two reasons. First, a few games do not use a clean linear sensitivity scale: Fortnite uses a percentage slider and some battle-royale titles change sensitivity per scope, so a single yaw value is a close approximation rather than an exact match. Those games are marked with an asterisk, as are the games where published yaw values disagree between converters. Second, your aim is affected by more than raw rotation: field of view, mouse acceleration, and per-game smoothing all change the feel. If a converted setting feels wrong, do an in-game 360 test on a long mousepad and nudge the sensitivity until the physical distance matches.

Evidence ledger

Last updated
Methodology
This calculator was written and edited by Lowell K. Wood IV in St. Louis County, MO. It draws on 4 cited sources, listed below, each checked against the original page on 2026-08-24. Full editorial standard: methodology. No vendor publishes a per-game yaw constant, so every value below is a community-measured figure. Where the converters listed here disagree, the game carries an asterisk in the tool and the disagreement is stated rather than averaged away.
Update log
  • 2026-08-29 — Rust’s yaw constant was 0.00222 in the tool’s lookup table - 50.66x too small. Yaw is the denominator of both shipped formulas, so every Rust figure the calculator printed was wrong by that factor: at 800 DPI and 0.30 in-game sens it reported a 1716 cm/360 instead of 33.9 cm, and converting the tool’s own CS2 default to Rust returned 9.91, roughly 5x past the 0.0-2 range the game’s input.sensitivity console command accepts. Corrected to 0.11247 (dcprosens and senslab.pro; fpssensitivity.com dissents at 0.1, so Rust is flagged as an approximation and a physical 360 test remains the tiebreaker). A plausibility guard was added to the output so a 360 distance outside 2-200 cm is called out instead of printed silently. Two false provenance claims were removed at the same time: that Halo Infinite is a Source-engine game (it runs on the Slipspace Engine) and that these values are the standard used by every major sensitivity converter (they are not - dcprosens publishes 0.022 for Marvel Rivals and Battlefield 2042 against this page’s 0.0066, and 0.0225 for Halo Infinite against 0.022). Those four games plus Deadlock now carry the asterisk approximation flag, and this ledger replaces an HTML comment as the page’s provenance.
Corrections
Spotted an error or a stale number? Email hello@techfuelhq.com. Confirmed corrections are added to the update log above.