Mouse sensitivity converter
Move your aim from one game to another without relearning it. Pick the game you play now and the one you are switching to: the converter matches the distance your mouse travels for a full turn (cm/360) across 24 games.
Yaw values from Valve's public code and community measurements. Checked October 28, 2026 (sources). Free, no sign-up, nothing you type is stored.
Distance for a full 360° turn
46.7 cm
0.35 × (800 × 0.07) ÷ (800 × 0.022) = 1.1136
Only the Valve games (CS2, CS 1.6, Team Fortress 2, Half-Life 2) are checked against public code or game files. The rest are community-measured values that at least two independent sources agree on. In-game acceleration and scope/ADS multipliers are not applied.
How the conversion works
A sensitivity number on its own means nothing outside its game. What your hand learns is distance: how far you push the mouse to turn around. So the converter first works out that distance in the game you play now, then finds the setting that gives the same distance in the other game.
- Degrees per mouse countsensitivity × yawPUBG and Battlefield 6 use the formulas in the table
- cm/360360 ÷ (DPI × degrees per count) × 2.542.54 cm = 1 inch
- New sensitivitythe setting that turns (old degrees × old DPI ÷ new DPI) per countbetween yaw games: old sens × old yaw ÷ new yaw
- eDPIDPI × sensitivityonly comparable within one game, or games with the same yaw
ExampleValorant 0.35 at 800 DPI
- Full turn
- 360 ÷ (800 × 0.35 × 0.07) × 2.54 = 46.7 cm
- Counter-Strike 2
- 0.35 × 0.07 ÷ 0.022 = 1.114
- Apex Legends
- 0.35 × 0.07 ÷ 0.022 = 1.114
- PUBG (FOV 90)
- 50 × log10(0.0245 ÷ (0.00005555 × 90)) = 34.5
- Rainbow Six Siege
- 0.0245 ÷ 0.00572958 = 4.28
- Overwatch 2
- 3.71
Each of these turns 0.0245° per count, so the distance for a full turn is the same.
Check it in game
Turn off mouse acceleration (Windows “Enhance pointer precision” and any in-game acceleration), set the new sensitivity, then line your crosshair up with a mark and move the mouse the cm/360 distance along a ruler. You should land back on the mark. If you are off by a lot, check that you entered the number the table asks for (Fortnite wants the % on screen, PUBG the slider value).
Supported games (24)
| Game | Value | Basis | Sources | Checked |
|---|---|---|---|---|
| Apex Legends | yaw 0.022 | Community-measured | MouseTesteraiming.proKovaaK's | 2026-10-28 |
| Battlefield 6 | 0.0017362 × sens + 0.002315 | Community-measured | KovaaK'saiming.pro | 2026-10-28 |
| Call of Duty | yaw 0.0066 | Community-measured | aiming.proKovaaK'sMouseTester | 2026-10-28 |
| Counter-Strike 1.6 | yaw 0.022 | Official | Valve source codeaiming.pro | 2026-10-28 |
| Counter-Strike 2 | yaw 0.022 | Official | CS2 convar dumpValve source code | 2026-10-28 |
| Counter-Strike: Source | yaw 0.022 | Community-measured | Default config fileKovaaK'scsdb.gg | 2026-10-28 |
| Deadlock | yaw 0.044 | Community-measured | KovaaK'saiming.pro | 2026-10-28 |
| Destiny 2 | yaw 0.0066 | Community-measured | KovaaK'saiming.pro | 2026-10-28 |
| Escape from Tarkov | yaw 0.125 | Community-measured | aiming.procsdb.gg | 2026-10-28 |
| Fortnite | yaw 0.005555 (per 1%) | Community-measured | aiming.proKovaaK'sKovaaK's SensitivityMatcher | 2026-10-28 |
| Half-Life 2 | yaw 0.022 | Official | Valve source code | 2026-10-28 |
| Hunt: Showdown | yaw 0.0429718 | Community-measured | KovaaK'saiming.pro | 2026-10-28 |
| Left 4 Dead 2 | yaw 0.022 | Community-measured | Config file (Steam discussion)csdb.gg | 2026-10-28 |
| Marvel Rivals | yaw 0.0175 | Community-measured | KovaaK'saiming.pro | 2026-10-28 |
| Overwatch 2 | yaw 0.0066 | Community-measured | KovaaK's guideaiming.proMouseTester | 2026-10-28 |
| PUBG: Battlegrounds | 0.00005555 × FOV × 10^(sens/50) | Community-measured | KovaaK'saiming.proExample config fileDefault FOV | 2026-10-28 |
| Quake Champions | yaw 0.022 | Community-measured | KovaaK'ssensconverter | 2026-10-28 |
| Quake Live | yaw 0.022 | Community-measured | aiming.proKovaaK'sQuake III source code | 2026-10-28 |
| Rainbow Six Siege | yaw 0.00572958 | Community-measured | aiming.proKovaaK'sKovaaK's SensitivityMatcherDefault multiplier 0.02 | 2026-10-28 |
| Rust | yaw 0.1125 | Community-measured | KovaaK'saiming.pro | 2026-10-28 |
| Team Fortress 2 | yaw 0.022 | Official | Valve source codeaiming.pro | 2026-10-28 |
| The Finals | yaw 0.001 | Community-measured | KovaaK'saiming.pro | 2026-10-28 |
| Titanfall 2 | yaw 0.022 | Community-measured | aiming.procsdb.gg | 2026-10-28 |
| Valorant | yaw 0.07 | Community-measured | aiming.proKovaaK'sMouseTester | 2026-10-28 |
The value is the angle (°, yaw) turned per mouse count at sensitivity 1; PUBG and Battlefield 6 use a formula instead. “Official” means we confirmed the default in code or game files published by the developer. “Community-measured” means no developer document, but two or more independent public sources give the same number.
What to enter for each game
- Apex Legends
Number to enter: Hip-fire (base) sensitivity.
- Battlefield 6
Number to enter: Infantry base sensitivity. Degrees per count = 0.0017362 × sensitivity + 0.0023150.
Not proportional to sensitivity: the view still turns a little at 0. That is also why eDPI cannot be compared for this game.
- Call of Duty
Number to enter: Modern Warfare / Warzone / Black Ops 6 mouse sensitivity (hip-fire). ADS multipliers and monitor distance coefficient are not applied.
aiming.pro lists 0.0066 for Modern Warfare, Warzone, Black Ops Cold War and Black Ops 6. Older titles such as Black Ops 4 and WWII use different values.
- Counter-Strike 1.6
Number to enter: sensitivity (default m_yaw 0.022).
- Counter-Strike 2
Number to enter: sensitivity (default m_yaw 0.022).
- Counter-Strike: Source
Number to enter: sensitivity (m_yaw 0.022).
The Source engine default and the stock user config both set m_yaw to 0.022. We found no developer document for this game specifically.
- Deadlock
Number to enter: Mouse sensitivity.
The m_yaw convar reads 0.022, but two sources measure twice the turn of Counter-Strike 2 (0.044), which we follow. Some converters such as csdb.gg use 0.022.
- Destiny 2
Number to enter: Look sensitivity.
- Escape from Tarkov
Number to enter: Mouse sensitivity.
In game, gear weight and ergonomics can slow turning further. MouseTester.io's 0.022 disagrees with the other sources and is not used.
- Fortnite
Number to enter: Mouse Sensitivity X, the % value shown in settings (e.g. 6.4).
Type the % on screen, not the config-file value (e.g. 0.064). MouseTester.io multiplies the % by 0.5555 and ends up 100× off.
- Half-Life 2
Number to enter: sensitivity (default m_yaw 0.022).
- Hunt: Showdown
Number to enter: Mouse sensitivity.
aiming.pro lists 0.00075 radians (= 0.0429718°).
- Left 4 Dead 2
Number to enter: sensitivity (m_yaw 0.022).
The stock user config sets m_yaw to 0.022. We found no developer document for this game specifically.
- Marvel Rivals
Number to enter: Hip-fire (base) sensitivity.
csdb.gg uses 0.022 and some converters reuse Overwatch's 0.0066. KovaaK's and aiming.pro both give 0.0175, which is what we use.
- Overwatch 2
Number to enter: Hip-fire (base) sensitivity.
- PUBG: Battlegrounds
Number to enter: General sensitivity slider (0–100); turn speed also depends on field of view (FOV).
The slider maps to a config value of 0.002 × 10^(slider/50) (nine published GameUserSettings.ini pairs match this to six decimals). Turning is proportional to that value × FOV (KovaaK's: 0.00005555 × 10^(sens/50) × FOV; aiming.pro: 2.222 at FOV 80). We could not confirm the third-person FOV from a primary source.
- Quake Champions
Number to enter: Mouse sensitivity.
- Quake Live
Number to enter: sensitivity (m_yaw 0.022).
The Quake III source code it is built on also defaults m_yaw to 0.022.
- Rainbow Six Siege
Number to enter: Horizontal sensitivity (1–100) with the default MouseSensitivityMultiplierUnit of 0.02.
0.00572958° is 0.0001 radians. If you changed MouseSensitivityMultiplierUnit in the config file, multiply the yaw by (your value ÷ 0.02).
- Rust
Number to enter: Mouse sensitivity at the default FOV (75 vertical).
aiming.pro treats it as scaling with FOV and lists 0.1125 at 75 vertical FOV. If you changed FOV the value may differ.
- Team Fortress 2
Number to enter: sensitivity (default m_yaw 0.022).
- The Finals
Number to enter: Sensitivity value shown in game.
aiming.pro lists 0.1 for the config-file value (on-screen value ÷ 100); for the on-screen value that is 0.001.
- Titanfall 2
Number to enter: Mouse sensitivity.
- Valorant
Number to enter: Hip-fire (base) sensitivity.
KovaaK's lists 0.06996, a 0.06% difference.
Games we left out
These games are popular, but we could not find a value we trust. We will add them when a second source turns up.
- Sudden Attack: We found no yaw value or conversion formula from any source. Forum rules of thumb such as “Valorant × 2” are not measurements.
- Delta Force: Sources give three different values: 0.03, 0.01 and 0.022.
- Halo Infinite: Sources split between 0.0225 (aiming.pro) and 0.022, and neither has a second independent source.
- Battlefield 2042: Only aiming.pro publishes a formula and other converters use a different one. Battlefield 6 is included.
- Splitgate: Turn rate depends on FOV, and the only formula for the current release is labelled an approximation by its own author.
- Arena Breakout: Infinite: We found no source we could check.
- Roblox: Each experience can build its own camera, so values vary widely between sources.
FAQ
Sources
- SteamDB GameTracking-CS2: DumpSource2/convars.txt — checked October 28, 2026. Convar list extracted from the CS2 game files: “m_yaw 0.022”.
- Valve: source-sdk-2013 in_mouse.cpp — checked October 28, 2026. Default m_yaw 0.022 (“Mouse yaw factor”); turn = m_yaw × sensitivity × mouse counts (Half-Life 2, Team Fortress 2 code).
- Valve: halflife cl_dll/input.cpp — checked October 28, 2026. Default m_yaw 0.022 in the GoldSrc engine used by Counter-Strike 1.6.
- Apart from the 4 Valve games, we found no developer document stating these values. For every other game we only list a value when at least two independent public sources agree, and link those sources per game in the supported games table (checked October 28, 2026).
- Game updates can change sensitivity systems, which is why each value carries the date it was checked.
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