From Rainbow Six Siege to Valorant
Siege is the odd one out: its mouse sensitivity is a whole number from 1 to 100, and what that number does depends on a second value most players never see, MouseSensitivityMultiplierUnit in GameSettings.ini. At the default 0.02, each point turns 0.00573° per mouse count (0.018 ÷ π), so Siege 10 at 800 DPI needs 19.9 cm for a full circle and becomes Valorant 0.819.
If you changed the multiplier unit
Players who wanted finer steps than whole numbers often lowered the unit, for example to 0.002, and raised the slider ten times to compensate. Enter your unit in the field under the games: the converter scales the turn by your unit divided by 0.02, which follows Ubisoft’s own description of the setting (input × multiplier unit × sensitivity).
Slow and precise to slow and precise
Both games are about holding angles and first-shot accuracy, so you’ll probably keep the feel you have. What changes is movement: Siege has leaning and slower peeks, while Valorant rewards counter-strafing before you shoot. Your crosshair placement habits carry over directly; the cm/360 here makes sure your flick distances do too.
Steps
- Find your horizontal Siege sensitivity in the game’s controls, and your multiplier unit in GameSettings.ini.
- Enter both with your DPI above.
- Copy the Valorant value into Sensitivity: Aim. Leave Valorant’s scoped multiplier at 1 until you’ve played a few rounds with the Operator.
Converting the other way, from Valorant into Siege, the result is rounded to a whole number. The note under the result shows how much that changes your 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.