Mouse Sensitivity Converter

Turn your sensitivity in one game into the same feel in another, or keep it when you change DPI, with eDPI and cm/360 for every game.

Your setting
Convert to

Change it to switch DPI and keep the same feel.

Set CS2 to 1.114

CS2 setting
1.114
cm/360
46.7 cm
in/360
18.37 in
eDPI
280 → 891

The same turn in every game at 800 DPI

GameSettingeDPI
Counter-Strike 21.114891
Valorant0.35280
Overwatch 23.712968
Apex Legends1.11888
Fortnite4.4%—
Call of Duty (MW3, BO6, Warzone)3.712968
Rainbow Six Siege4—
Rust0.218174
Minecraft (Java Edition)24%—
Deadlock0.56448
Team Fortress 21.114891
Quake Champions1.114891

Hip-fire settings with the game's default yaw, as of October 2026. Sources are listed under the tool.

How to use the sensitivity converter

  1. Under Your setting, pick the game you're used to and type its sensitivity exactly as the game shows it, plus your mouse DPI (it's in your mouse software, often 400, 800 or 1600).
  2. Under Convert to, pick the game you're moving to. Leave its DPI as it is, or type a new DPI if you're changing that too.
  3. Set the game to the number shown. Copy puts it on your clipboard, ready to paste into the game's settings or console.

The table under the result lists the same turn in every game the converter knows, so one look gives you your setting for each game you play. Share result makes a link to this conversion, for a friend or a coach.

How to read the numbers

cm/360 (and in/360) is how far your hand moves the mouse to turn a full circle. It's the one figure that means the same in every game and at every DPI, which is why the converter matches it: a Valorant 0.35 at 800 DPI and a CS2 1.114 at 800 DPI both need about 46.7 cm.

eDPI is DPI times sensitivity. It's handy for comparing with other players of the same game (a CS2 player at 400 DPI and 2.0 has the same eDPI, 800, as one at 800 DPI and 1.0), but not between games: 280 eDPI in Valorant turns the view 3.18 times as far as 280 eDPI in CS2. The converter shows eDPI only for games whose players use it, and a dash for the ones with percent or 1–100 sliders.

When the target game only takes whole numbers or a few decimals, the converter rounds to what it takes and tells you if that changes the turn by half a percent or more. If the turn you need is beyond the end of a game's slider (Siege stops at 100, Minecraft at 200%), it says so and shows the closest setting.

Changing DPI without changing your aim

Pick the same game on both sides and type the new DPI on the right. Doubling DPI halves the sensitivity, and the cm/360 and eDPI stay exactly where they were. A higher DPI with a lower in-game setting moves the crosshair in smaller steps, which some players prefer for small corrections; the feel of a flick doesn't change.

Why a converted setting can still feel different

  • Field of view. A wider view makes the same turn look slower on screen. The converter matches the turn itself (what your muscle memory knows), not how fast things slide past.
  • Aiming down sights and scopes. ADS, zoom and per-hero multipliers are separate settings in most games; convert your hip-fire first, then set those to taste.
  • Acceleration and raw input. Turn on raw input where the game has it, and turn off mouse acceleration (Windows' "Enhance pointer precision" and the mouse software's own). With acceleration on, no cm/360 is fixed.
  • Siege and Fortnite. Siege multiplies its 1–100 slider by MouseSensitivityMultiplierUnit in GameSettings.ini, so enter that if you changed it. Fortnite's X and Y sliders are separate; set both to the converted percent.

Check that your mouse reports every movement with the mouse test, which also shows its polling rate, then warm up with the new setting in the aim trainer before you take it into a match. For pure reaction speed, the reaction time test measures how fast you respond.

Game values and sources

Each game turns the view by a fixed angle for every count the mouse sends (its yaw). These are the hip-fire values the converter uses, checked as of October 2026. The Source and Quake engines' 0.022 is in code Valve and id Software published, and Minecraft's curve is in its decompiled mouse code; the other publishers don't publish theirs, so those values come from the community tables that aim trainers and converters use.

GameTurn per mouse countSources
Counter-Strike 20.022° at 1Valve Source SDK, KovaaK's table (mirror)
Valorant0.07° at 1csdb.gg, KovaaK's table (mirror)
Overwatch 20.0066° at 1KovaaK's table (mirror), csdb.gg
Apex Legends0.022° at 1KovaaK's table (mirror), csdb.gg
Fortnite0.005555° per 1%KovaaK's table (mirror), csdb.gg
Call of Duty (MW3, BO6, Warzone)0.0066° at 1KovaaK's table (mirror), csdb.gg
Rainbow Six Siege0.005730° per point (0.018 ÷ π) at multiplier unit 0.02KovaaK's table (mirror), Ubisoft
Rust0.1125° at 1KovaaK's table (mirror), csdb.gg
Minecraft (Java Edition)1.2 × (0.6 × setting ÷ 200% + 0.2)³ degreesMinecraft code
Deadlock0.044° at 1KovaaK's table (mirror), skin.club
Team Fortress 20.022° at 1Valve Source SDK
Quake Champions0.022° at 1KovaaK's table (mirror), Quake III source
  • CS2: The same scale as CS:GO: the "sensitivity" setting, at the default m_yaw 0.022.
  • Valorant: Valorant turns 3.18 times as far per count as CS2 at the same number (KovaaK's uses 0.06996, 0.06% apart).
  • Overwatch 2: Hip-fire sensitivity; per-hero and relative aim sensitivity while zoomed are separate settings.
  • Apex: Hip-fire mouse sensitivity, on the same scale as CS2. ADS multipliers are separate.
  • Fortnite: The X-axis sensitivity in percent, as the menu shows it (6.5%, not 0.065). Set Y to the same value for the same feel up and down.
  • Call of Duty: Hip-fire mouse sensitivity; Legacy or Relative only change aiming down sights.
  • Siege: Horizontal mouse sensitivity, a whole number from 1 to 100, scaled by MouseSensitivityMultiplierUnit in GameSettings.ini (default 0.02).
  • Rust: The look sensitivity in Options; aim sensitivity is separate.
  • Minecraft: The slider is not linear: the turn grows with the cube of the setting. Bedrock Edition uses another scale.
  • Deadlock: KovaaK's table and skin.club give 0.044°, twice CS2's turn at the same number; csdb.gg lists 0.022 instead, so check a full turn in game.
  • TF2: Source engine: the same scale as CS2 and Apex.
  • Quake Champions: The same 0.022 yaw as Quake III, Quake Live and Source games.

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