From Apex Legends to Valorant
Apex Legends was built on a modified Source engine, and its mouse sensitivity uses the same 0.022° per count as Counter-Strike. That makes the conversion simple: Valorant needs your Apex number divided by 3.18 at the same DPI. The example above, Apex 1.6 at 800 DPI, turns a full circle in 32.5 cm and becomes Valorant 0.503.
Hip-fire first, then optics
Only the hip-fire setting converts cleanly. In Apex you set Mouse Sensitivity and then a separate ADS multiplier for each optic zoom; Valorant has a single scoped multiplier for weapons with a scope. A good start is to carry your hip-fire over with this tool, leave Valorant’s scoped multiplier at 1, and only change it if scoped shots overshoot or fall short.
Check that Apex’s Mouse Acceleration setting was off before you convert. With acceleration on, the turn depends on how fast you move the mouse, and no single number can be carried over.
Tracking aim versus click timing
The muscle memory moves across, but the job changes. Apex rewards long tracking with automatic weapons against targets that slide, jump and use abilities; Valorant rewards placing the crosshair at head height before an enemy appears and a first accurate shot. Spend a few sessions on flicking and micro-adjustments: the aim trainer’s Flick and Microshot drills are close to Valorant’s duels.
KovaaK’s per-game table lists 36 to 71 cm/360 as typical for Valorant, which is about 0.23 to 0.45 at 800 DPI, and 20 to 48 cm for Apex. So a converted Apex setting often lands on the fast side for Valorant. Nothing is wrong with that, but if you keep overshooting heads, lower it in small steps and note the cm/360 so you can compare later.
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.
| Game | Turn per mouse count | Sources |
|---|---|---|
| Counter-Strike 2 | 0.022° at 1 | Valve Source SDK, KovaaK's table (mirror) |
| Valorant | 0.07° at 1 | csdb.gg, KovaaK's table (mirror) |
| Overwatch 2 | 0.0066° at 1 | KovaaK's table (mirror), csdb.gg |
| Apex Legends | 0.022° at 1 | KovaaK's table (mirror), csdb.gg |
| Fortnite | 0.005555° per 1% | KovaaK's table (mirror), csdb.gg |
| Call of Duty (MW3, BO6, Warzone) | 0.0066° at 1 | KovaaK's table (mirror), csdb.gg |
| Rainbow Six Siege | 0.005730° per point (0.018 ÷ π) at multiplier unit 0.02 | KovaaK's table (mirror), Ubisoft |
| Rust | 0.1125° at 1 | KovaaK's table (mirror), csdb.gg |
| Minecraft (Java Edition) | 1.2 × (0.6 × setting ÷ 200% + 0.2)³ degrees | Minecraft code |
| Deadlock | 0.044° at 1 | KovaaK's table (mirror), skin.club |
| Team Fortress 2 | 0.022° at 1 | Valve Source SDK |
| Quake Champions | 0.022° at 1 | KovaaK'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.