Changing DPI without relearning your aim
New mouse, new default DPI, or simply curious about a higher one: whenever the DPI changes, the same in-game sensitivity turns a different amount. Doubling DPI doubles your speed. To keep everything you’ve practised, the in-game number has to change by exactly the opposite factor.
The tool above opens set up for that: the same game on both sides, your old DPI on the left and the new one on the right. The example moves Valorant 0.5 from 800 to 1600 DPI, which gives 0.25. The cm/360 (32.7 cm) and the eDPI (400) stay exactly where they were, and the table lists the matching setting for every other game at the new DPI.
The rule
New sensitivity = old sensitivity × old DPI ÷ new DPI. 400 to 800 halves it, 800 to 1600 halves it again, 1600 to 800 doubles it. The converter does the division for you and rounds the answer to what your game accepts; at very high DPI, where small settings round coarsely, a note under the result shows the cm/360 the rounded value really gives.
Before you switch
- Set the new DPI in your mouse software and make sure no other DPI stage is active (many mice have a button that cycles stages).
- Turn off Windows’ “Enhance pointer precision”, or the desktop and some games will feel different even with the right number.
- Enter the new setting in every game you play: use the table, or change the game on the right.
Checking the mouse itself
If the new DPI feels wrong even after converting, test the mouse: the mouse test shows whether it reports every movement and its polling rate. A mouse that skips or accelerates by itself can’t hold any cm/360.
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.