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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.

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Distance for a full 360° turn

46.7 cm

18.37 in (in/360) · Counter-Strike 2 sensitivity 1.114
Counter-Strike 2 sensitivitysame cm/360 · same DPI
1.114

0.35 × (800 × 0.07) ÷ (800 × 0.022) = 1.1136

360° in inchesin/360
18.37 in
eDPIDPI × sensitivity
280 → 891
180° turnturning around
23.3 cm

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)

Yaw values and sources for the 24 supported games
GameValueBasisSourcesChecked
Apex Legendsyaw 0.022Community-measuredMouseTesteraiming.proKovaaK's2026-10-28
Battlefield 60.0017362 × sens + 0.002315Community-measuredKovaaK'saiming.pro2026-10-28
Call of Dutyyaw 0.0066Community-measuredaiming.proKovaaK'sMouseTester2026-10-28
Counter-Strike 1.6yaw 0.022OfficialValve source codeaiming.pro2026-10-28
Counter-Strike 2yaw 0.022OfficialCS2 convar dumpValve source code2026-10-28
Counter-Strike: Sourceyaw 0.022Community-measuredDefault config fileKovaaK'scsdb.gg2026-10-28
Deadlockyaw 0.044Community-measuredKovaaK'saiming.pro2026-10-28
Destiny 2yaw 0.0066Community-measuredKovaaK'saiming.pro2026-10-28
Escape from Tarkovyaw 0.125Community-measuredaiming.procsdb.gg2026-10-28
Fortniteyaw 0.005555 (per 1%)Community-measuredaiming.proKovaaK'sKovaaK's SensitivityMatcher2026-10-28
Half-Life 2yaw 0.022OfficialValve source code2026-10-28
Hunt: Showdownyaw 0.0429718Community-measuredKovaaK'saiming.pro2026-10-28
Left 4 Dead 2yaw 0.022Community-measuredConfig file (Steam discussion)csdb.gg2026-10-28
Marvel Rivalsyaw 0.0175Community-measuredKovaaK'saiming.pro2026-10-28
Overwatch 2yaw 0.0066Community-measuredKovaaK's guideaiming.proMouseTester2026-10-28
PUBG: Battlegrounds0.00005555 × FOV × 10^(sens/50)Community-measuredKovaaK'saiming.proExample config fileDefault FOV2026-10-28
Quake Championsyaw 0.022Community-measuredKovaaK'ssensconverter2026-10-28
Quake Liveyaw 0.022Community-measuredaiming.proKovaaK'sQuake III source code2026-10-28
Rainbow Six Siegeyaw 0.00572958Community-measuredaiming.proKovaaK'sKovaaK's SensitivityMatcherDefault multiplier 0.022026-10-28
Rustyaw 0.1125Community-measuredKovaaK'saiming.pro2026-10-28
Team Fortress 2yaw 0.022OfficialValve source codeaiming.pro2026-10-28
The Finalsyaw 0.001Community-measuredKovaaK'saiming.pro2026-10-28
Titanfall 2yaw 0.022Community-measuredaiming.procsdb.gg2026-10-28
Valorantyaw 0.07Community-measuredaiming.proKovaaK'sMouseTester2026-10-28

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

How far you move the mouse, in centimetres, to turn a full circle (360°) in game.

Sensitivity numbers mean different things in different games, but two setups with the same cm/360 feel the same under your hand. That is why this converter matches cm/360 rather than the number itself.

Yaw is the angle (in degrees) the view turns for one mouse count at sensitivity 1. Each engine picks its own, so the same number turns you by different amounts.

Counter-Strike 2
0.022 · official (game files, Valve source code)
Valorant
0.07 · community-measured
Overwatch 2
0.0066 · community-measured

The values and sources for all 24 games are in the table on this page.

Counter-Strike 2 1.114 and Overwatch 2 3.71.

All three come to 46.7 cm per 360°. Between yaw-based games, new sensitivity = old sensitivity × old yaw ÷ new yaw.

Yes. PUBG's slider is not linear: turn speed roughly doubles every 15 points, so it gets its own formula. Valorant 0.35 at 800 DPI is about 35 in PUBG at first-person FOV 90.

The slider becomes 0.002 × 10^(slider ÷ 50) in the config file, and turning is proportional to that value and to your FOV. If you play first person with a different FOV, enter it in the PUBG FOV box. We could not confirm the third-person FOV from a primary source.

The % shown in settings (for example 6.4). Valorant 0.35 at 800 DPI is about 4.4% in Fortnite.

The config file stores that as 0.064, one hundredth of the screen value. Entering the config value would put the result 100× off.

In the same game, doubling DPI and halving sensitivity keeps cm/360 the same.

Put the new DPI in “New DPI” and the converter gives the sensitivity that keeps the same distance. This also works for PUBG and Battlefield 6, whose sensitivity is not proportional.

eDPI is DPI × sensitivity. It only compares setups within the same game, or between games with the same yaw.

Valorant 0.35 at 800 DPI is eDPI 280, while the same feel in CS2 is about eDPI 891. Compare cm/360 instead when the games differ.

We left out games where we could not find the turn-per-count value, or where sources disagree and we cannot tell which is right.

  • 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.

They are not published by the developer. We only include a value when at least two independent conversion sources give the same number.

Where sources disagree, the table says so. To check, turn a full circle in game and see whether the mouse travels the computed distance. Mouse acceleration must be off for it to match.

No, only the base (hip-fire) sensitivity.

Scope and ADS multipliers work differently in every game, so they are not included.

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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