Convert your mouse sensitivity between Valorant, CS2/CS:GO, Apex, Overwatch 2, Fortnite, Rainbow Six Siege, Call of Duty and Quake using real per-game yaw constants. Get the exact converted sens plus cm/360, eDPI and inches/360 — instantly, no download.
Every FPS engine reads your mouse movement with a different internal scaling number called the yaw constant — the number of degrees your camera turns per raw mouse count. A sensitivity of "2.0" in CS2 is nowhere near "2.0" in Overwatch 2, because CS2 turns 0.022° per count while Overwatch turns only 0.0066° per count. That is why switching games without converting your sens feels like learning to aim from scratch.
A real sensitivity converter does not "guess" a similar number. It normalises your settings to a physical, engine-independent unit — cm/360 (centimetres of mouse travel for one full 360° turn) — and then solves backwards for the sensitivity that produces that exact same physical distance in your target game at your target DPI. Match the cm/360 and your muscle memory transfers perfectly.
The converter uses the standard mouse-movement physics that every reputable tool (Mouse-Sensitivity.com, Aiming.pro, 3D Aim Trainer) implements:
inches/360 = 360 ÷ (sens × DPI × yaw)
cm/360 = inches/360 × 2.54
converted sens = 360 ÷ (inches/360 × target DPI × target yaw)
Worked example you can check by hand: Valorant 0.4 at 800 DPI. The yaw ratio between Valorant (0.07) and CS2 (0.022) is 0.07 ÷ 0.022 = 3.1818. So the CS2 equivalent is 0.4 × 3.1818 = 1.2727 at the same 800 DPI. Both settings produce a cm/360 of 40.8 cm — identical hand movement, identical muscle memory. This is exactly what the tool above outputs.
These are the verified per-count yaw values the converter uses. CS2 is the historic baseline because of its Source-engine lineage.
| Game | Yaw (°/count) | Relative to CS2 | Engine notes |
|---|---|---|---|
| CS2 / CS:GO | 0.022 | 1.00× (baseline) | Source / Source 2, m_yaw 0.022 |
| Valorant | 0.07 | 3.18× faster scale | Fixed 103° FOV |
| Apex Legends | 0.022 | 1.00× (1:1 with CS2) | Modified Source engine |
| Overwatch 2 | 0.0066 | 0.30× | Per-hero zoom multipliers |
| Call of Duty (Warzone / MWIII / BO6) | 0.0066 | 0.30× (1:1 with OW2) | Monitor Distance Coefficient 1.33 |
| Fortnite | 0.005555 | 0.25× | Percentage slider input |
| Rainbow Six Siege | 0.00573 | 0.26× | Ubisoft visuomotor-gain model |
| Quake / Source / TF2 | 0.022 | 1.00× (1:1 with CS2) | id Tech / Source |
Two consequences worth memorising: CS2 ↔ Apex ↔ Quake is a 1:1 number swap at the same DPI (they share 0.022), and Overwatch 2 ↔ Call of Duty is also 1:1 (they share 0.0066). Everything else needs the ratio above.
| Conversion | Quick rule | Example (800 DPI) |
|---|---|---|
| Valorant → CS2 | × 3.1818 | 0.4 → 1.27 |
| CS2 → Valorant | ÷ 3.1818 | 1.27 → 0.40 |
| CS2 → Apex | × 1 (identical) | 1.5 → 1.5 |
| Apex → Overwatch 2 | × 3.333 | 2.0 → 6.67 |
| Overwatch 2 → CS2 | × 0.3 | 5.0 → 1.5 |
| CS2 → Fortnite | × 3.96 | 1.0 → 3.96 |
Any time you also change DPI (say 800 → 1600), the simple ratio no longer holds — use the tool so the DPI is folded into the cm/360 properly.
eDPI = DPI × in-game sens. It is a great way to compare two players inside the same game — 400 DPI × 2.0 and 800 DPI × 1.0 are both 800 eDPI and feel identical in that title. But eDPI does not transfer across games: 320 eDPI in Valorant is a completely different turn speed than 320 eDPI in CS2, because the yaw constants differ.
cm/360 is the only number that crosses games. It is a physical distance on your mousepad, independent of engine. When you copy a pro's config from one game to another, you match their cm/360 — never their raw sens number. The converter above prints cm/360 for exactly this reason. If you only want that number, use the dedicated cm/360 calculator or check your eDPI.
| Style / example | Game | Typical eDPI | cm/360 (approx) |
|---|---|---|---|
| aspas | Valorant | 320 (0.40 @ 800) | ~41 cm |
| TenZ | Valorant | 280 (0.175 @ 1600) | ~47 cm |
| Tac-shooter standard | CS2 / Valorant | ~280–420 | 30–50 cm |
| Apex / arena | Apex Legends | ~800–1100 | 20–30 cm |
| Hero tracking | Overwatch 2 | ~3000–6000 | 20–30 cm |
Pro figures sourced from publicly published settings (prosettings.net) and verified yaw values. Exact cm/360 depends on the player's real DPI; treat these as ranges.
The conversion is mathematically exact for cm/360, but two things change how that identical hand movement looks on screen:
If a converted sens genuinely feels wrong after a few hours, the cm/360 is still correct — only nudge it 5–10% for FOV, and give your hand at least a couple of sessions to recalibrate before blaming the number.
Multiply your Valorant sensitivity by 3.1818 (which is 0.07 ÷ 0.022, the ratio of the two yaw constants). For example, Valorant 0.4 at 800 DPI converts to CS2 1.2727 at 800 DPI. Both settings give the same cm/360 of about 40.8 cm, so your muscle memory carries over exactly.
cm/360 is the number of centimetres you move your mouse to turn a full 360 degrees in-game. It is the universal sensitivity unit because it removes DPI and game-specific scaling. The formula is cm/360 = (360 × 2.54) ÷ (sens × DPI × yaw). Most tac-shooter pros run between 25 and 50 cm/360.
CS2, CS:GO, Apex Legends, Quake and Half-Life/Source all use 0.022 degrees per count. Valorant uses 0.07. Overwatch 2 and Call of Duty (Warzone/MWIII/BO6) use 0.0066. Fortnite uses 0.005555, and Rainbow Six Siege uses 0.00573. These constants are how the converter translates one game's sens into another.
No. eDPI (DPI × in-game sens) only compares players inside the same game because each engine scales sensitivity differently. An eDPI of 320 in Valorant is not the same physical speed as 320 in CS2. cm/360 is the only number that transfers across games, which is why this converter outputs it.
The conversion matches cm/360 exactly, but field of view (FOV) and aspect ratio change how that same physical distance looks on screen. Valorant locks horizontal FOV to 103 degrees while CS2 and Apex let it scale. If a converted sens feels off, the cm/360 is correct — adjust by 5 to 10 percent only if the FOV difference bothers you.
Yes. Apex shares CS2's 0.022 yaw, so CS2 and Apex hipfire sens are a 1:1 match at the same DPI. Overwatch 2 uses 0.0066, so an Overwatch sens converts to roughly one third of the same CS2/Apex feel number. The tool handles all of these plus DPI changes automatically.
m_yaw 0.022 Source-engine baseline.