Sensitivity Converter
Convert mouse sensitivity between Valorant, CS2, Apex Legends, Overwatch 2 and more by matching cm/360 from each game's yaw. Rust is approximate.
Convert sensitivity
new sens = sens × from yaw × from DPI ÷ (to yaw × to DPI) = 0.4 × 0.07 × 800 ÷ (0.022 × 800) → 1.2727
cm/360 = 360 ÷ (yaw × sens × DPI) × 2.54 → 40.82
Both settings turn you a full 360° in 40.82 cm (16.07 in) of mouse movement, using those yaws. eDPI is sens × DPI and only compares within the same game.
Hip-fire only, from the yaw in the table. Mouse acceleration, Windows pointer speed, raw input, ADS and FOV scaling are not applied. Your last inputs are saved in this browser.
Your sens in every game
| Game | Yaw | Sens @ 800 DPI | Copy |
|---|---|---|---|
| Counter-Strike 2 | 0.022 | 1.2727 | |
| CS:GO | 0.022 | 1.2727 | |
| Valorant | 0.07 | 0.4 | |
| Apex Legends | 0.022 | 1.2727 | |
| Overwatch 2 | 0.0066 | 4.2424 | |
| Team Fortress 2 | 0.022 | 1.2727 | |
| Titanfall 2 | 0.022 | 1.2727 | |
| Quake Champions | 0.022 | 1.2727 | |
| Rustapprox. | 0.1125 | 0.2489 |
Each sens uses the yaw printed on that row: new sens = sens × from yaw × from DPI ÷ (row yaw × 800 DPI). Rows with a yaw above 0 share 40.82 cm/360. Rust uses the community value 0.1125and stays approximate. Fortnite, Call of Duty and Rainbow Six Siege are left out because their yaw changes with FOV, scaling or config settings, so one number would not be exact. Use "Other game" with a yaw you trust.
How the conversion works
Yaw × sens × DPI
Yaw is degrees the camera turns per mouse count at sensitivity 1. The table prints the yaw this page multiplies by: 0.022 for CS2, CS:GO, Apex Legends, Team Fortress 2, Titanfall 2 and Quake Champions, 0.07 for Valorant, 0.0066 for Overwatch 2, and 0.1125 for Rust (approximate).
cm/360 = 360 ÷ (yaw × sens × DPI) × 2.54
new sens = sens × from yaw × from DPI ÷ (to yaw × to DPI)
The second line keeps cm/360 the same. Valorant 0.4 at 800 DPI converts to CS2 1.2727 at 800 DPI, which is 40.82 cm/360, because 0.4 × 0.07 ÷ 0.022 uses the table yaws. A CS2 sens of 1 at the same DPI converts to Valorant 0.3143. Dividing by 3.18 does not match those yaws.
Why a 360 match is not perfect
Matching cm/360 makes a full turn feel identical, which is what matters for flicks behind you and tracking at the edges. But games use different FOVs, so the same mouse movement covers a different share of the screen. Small aim adjustments near the crosshair can feel faster or slower even when the 360 is identical. Scoped and ADS sensitivities add their own multipliers and FOV zoom on top. The main alternative is monitor distance matching, which matches how far the crosshair travels to a point on screen instead of a full turn. Hip-fire 360 matching is the standard starting point; tweak by feel from there.
Why some values are approximate
CS2, CS:GO and Team Fortress 2 use Source's default m_yaw of 0.022. That hip-fire yaw does not change with the FOV slider. Apex Legends uses the same 0.022, and its hip-fire cm/360 does not change with the FOV slider either. Titanfall 2 and Quake Champions are listed at 0.022. Valorant is 0.07 and Overwatch 2 is 0.0066. This page does not scale any of those yaws with FOV. If you changed m_yaw, enter the new value under Other game.
Rust's 0.1125 is a community measurement, not a published yaw, and it can shift with FOV and game updates, so it stays approximate. Fortnite, Call of Duty and Rainbow Six Siege are left out because their effective yaw changes with FOV, scaling or hidden config multipliers. One number for those would not be exact. A yaw of 0 or a blank yaw prints a dash. Check the DPI you typed with the mouse DPI test, since a mouse that runs at 750 instead of 800 changes every number here.
Related tools
Work out eDPI and cm/360 with the eDPI calculator, check the counts the mouse DPI test records, and try the new sensitivity in the aim trainer.
Frequently asked questions
How is sensitivity converted?
The conversion keeps cm/360. cm/360 = 360 ÷ (yaw × sens × DPI) × 2.54. new sens = sens × from yaw × from DPI ÷ (to yaw × to DPI). Yaw is degrees per mouse count at sensitivity 1, and the printed sens uses the yaw in the table for that game.
What does 0.4 Valorant at 800 DPI become in CS2?
Valorant yaw is 0.07 and CS2 yaw is 0.022, the same numbers as the table. 0.4 × 0.07 ÷ 0.022 prints as 1.2727 in CS2 at 800 DPI, and cm/360 prints as 40.82. A CS2 sens of 1 at 800 DPI prints as 0.3143 in Valorant. Dividing by 3.18 does not match these yaws.
Does the result include ADS, mouse acceleration, Windows pointer speed, raw input or FOV scaling?
No. Only hip-fire yaw is used. ADS multipliers, mouse acceleration, Windows pointer speed, raw input and FOV scaling are not applied. If any of those are on in the game, the turn on screen will not match this cm/360.
Why is Rust approximate, and why are some games missing?
Rust uses 0.1125, a community-measured yaw. The game does not publish it, and the result can shift with FOV and updates, so Rust is not an exact match. Fortnite, Call of Duty and Rainbow Six Siege are omitted because their yaw changes with FOV, scaling or config settings, so one number would not be exact. Use Other game with a yaw you trust. A yaw of 0 or a missing yaw shows a dash.
Does FOV change the yaws in the table?
Not in this tool. The listed hip-fire yaws stay fixed: 0.022 for CS2, CS:GO, Apex Legends, Team Fortress 2, Titanfall 2 and Quake Champions, 0.07 for Valorant and 0.0066 for Overwatch 2. In Apex, hip-fire cm/360 does not change with the FOV slider. CS2, CS:GO and Team Fortress 2 follow default m_yaw. If you changed m_yaw, enter it under Other game. A different FOV can still make the same turn look faster or slower on screen.
Why can the same cm/360 feel different, and what about eDPI?
A matched cm/360 is the same hand distance for a full turn. Different fields of view mean that turn covers a different share of the screen, so small aim can feel different. eDPI is sens × DPI and only compares inside one game, because each game has its own yaw.