From Fortnite to Valorant
Fortnite shows its mouse sensitivity as a percent with separate sliders for the X and Y axes, while Valorant uses a single plain number. That is why “my Fortnite sens is 6.5” and “my Valorant sens is 0.5” can be the same thing. The tool above starts with 6.5% at 800 DPI, which needs 31.7 cm of mouse travel for a full turn and becomes Valorant 0.516.
How the percent turns into a Valorant number
Every 1% on Fortnite’s X-axis slider turns the view 0.005555° per mouse count, according to the per-game table KovaaK’s aim trainer ships with. Valorant turns 0.07° per count at 1. Multiply your percent by 0.005555, divide by 0.07, and correct for DPI if it changes: the converter does all three and rounds to Valorant’s three decimals.
Building gaps versus holding angles
Fortnite players often run fast settings so they can turn around while building or editing, and those quick 180° turns don’t happen in Valorant. If your converted value feels twitchy when you try to hold a tight angle, lower it a little at a time. Keep your converted cm/360 as a reference; if you ever go back to Fortnite, convert the other way with the swap button so you land on the same turn you practised.
Common mix-ups
- Percent versus decimal. Typing 0.065 instead of 6.5 gives a result a hundred times slower. If the Valorant value looks tiny, check this first.
- Controller settings. This converts mouse sensitivity only; Fortnite’s controller look sensitivity is a different scale.
- Mouse acceleration. Turn off Windows’ “Enhance pointer precision” so neither game’s turn depends on how fast you move.
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.