Make your aim-down-sights and scoped sensitivity feel exactly like your hipfire across every zoom level. Enter your hipfire FOV and the zoomed FOV, pick the scaling model your game uses, and get the multiplier that keeps your tracking consistent.
If your scoped or aim-down-sights aim feels twitchy and over-rotates while your hipfire feels fine, you are not bad at sniping — your sensitivity scaling is wrong. When you zoom in, the field of view narrows, so the same physical hand motion sweeps across more of the visible world and feels faster. A flat multiplier of 1.0 ignores this, so every scope feels too fast. The number above compensates for the exact FOV change so the on-screen feel matches.
The goal: the same hand sweep moves the same amount on screen whether you're hipfiring or scoped. That's what lets one set of muscle memory cover every weapon.
| Model | What it matches | Feels best for | Where you'll see it |
|---|---|---|---|
| 0% Monitor Distance | Perceived rotation speed (angle swept) | Tracking, all-round, most players | CS2 default, Apex "rotational", the safe pick |
| 100% Monitor Distance | Distance a target travels at the screen edge | Some flick-snipers who aim to screen edges | Coefficient 1.0 / "MDV 100" |
| Legacy / Coefficient | Raw FOV ratio (old Source method) | Players who want high zoom to be much slower | CS zoom_sensitivity_ratio, older shooters |
For 95% of players the answer is 0% Monitor Distance. It keeps a 30° flick feeling like a 30° flick at every zoom, which is exactly the consistency that lets you carry aim from a rifle to a sniper without re-learning. Only pick 100% or Legacy if you have a specific reason and have tested it.
Say you play at 103° hipfire FOV, your sniper scope drops you to 55°, and your base sens is 1.0 on the 0% (rotational) model. The calculator returns a multiplier of about 0.41 — meaning the game should treat your scoped sens as ~0.41× your hipfire so the angular speed matches. Set your ADS/scoped multiplier to that and a strafing target at range will track exactly the way it does in a hipfire duel. Change the scope to a tighter 30° and the multiplier drops further, because tighter zoom needs more compensation.
zoom_sensitivity_ratio 1.0 = same as 0% MDV here.Last updated 25 June 2026 · Built and maintained by Mustafa Bilgic. Scaling math follows the standard monitor-distance model used by mouse-sensitivity references; always confirm against your game's in-range feel since per-title implementations vary slightly.
It decides how mouse speed changes when you zoom. A flat 1.0 keeps the multiplier but the narrower FOV makes the world look faster, so scoped aim feels too quick. The right scaling compensates for the FOV change so the same hand motion covers the same on-screen distance hipfire and scoped.
0% matches perceived rotation speed (a small flick covers the same angle at every zoom) and feels natural to most players. 100% matches the distance a target travels at the screen edge and suits some flick-snipers. Pick one and stay consistent.
The old Source-engine method (CS's zoom_sensitivity_ratio) ties scoped speed to the raw FOV ratio, making higher zoom disproportionately slower. Keeping the ratio at 1.0 is mathematically the same as 0% MDV in that game.
Most pros use Per-Optic ADS with a multiplier near 1.0 plus 0% (rotational) scaling so every scope feels like hipfire. Legacy makes 2x–4x noticeably slower. Run each scope's zoom FOV through the tool for the exact equivalent.
Your scaling isn't compensating for the FOV change. Zooming narrows the FOV so the same movement sweeps more screen and feels faster. Match 0% monitor distance to remove the mismatch so all zoom levels feel like one consistent sensitivity.