A mouse sensitivity converter that keeps your cm/360
Muscle memory is about distance: how far you move the mouse to turn around. This mouse sensitivity converter keeps that distance — the cm/360 — the same when you switch games, change DPI, or both. Pick the game you come from and the one you are going to, enter your sensitivity and DPI, and it gives the matching value, the centimetres and inches per 360° turn, and the equivalent in every other listed game.
Every game scales sensitivity differently, by a number called its yaw (degrees turned per mouse count at sensitivity 1). The yaw values here are labelled honestly: some are confirmed in published engine source code, some are widely cited community measurements, and a few are unconfirmed. All of them are editable, and there is a helper to measure a game’s yaw yourself.
How to convert sensitivity between games
- Under Convert from, choose your current game and enter your sensitivity and mouse DPI (CPI).
- Under Convert to, choose the new game and the DPI you will use there — keep it the same if you are not changing it.
- Read the new sensitivity and your cm/360. The table shows the same feel in every listed game.
- To change DPI within one game, pick the same game on both sides and change only the DPI.
- If your game is not listed or a value looks wrong, type its yaw, or open Measure a game’s yaw yourself.
Mouse Sensitivity Converter features
Game to game and DPI to DPI
One formula covers both, so Valorant to CS2 at a new DPI is a single step.
cm/360, inches and eDPI
See the physical distance of a full turn in metric and imperial, plus sensitivity × DPI.
Labelled yaw values
Each preset says whether its yaw is confirmed in source code, widely cited, or unconfirmed.
Editable and measurable
Type any yaw, or calculate it from a turn you measured with a ruler.
Swap in one click
Reverse the direction and keep the converted value as the new starting point.
The cm/360 formula
A mouse reports counts; DPI (more precisely CPI) is how many counts it sends per inch. Each count turns your view by yaw × sensitivity degrees. So the distance for a full turn is cm/360 = 360 ÷ (yaw × sensitivity × DPI) × 2.54.
To keep that distance when anything changes, the product yaw × sensitivity × DPI must stay the same: new sensitivity = old sensitivity × old yaw × old DPI ÷ (new yaw × new DPI). Example: Valorant 0.4 at 800 DPI is 0.07 × 0.4 × 800 = 22.4 degrees per inch, a 360° turn of 360 ÷ 22.4 × 2.54 = 40.82 cm. In CS2 (yaw 0.022) at 800 DPI the same turn needs 0.4 × 0.07 ÷ 0.022 = 1.273.
Doubling DPI halves the sensitivity you need. That is why eDPI (sensitivity × DPI) is a handy shorthand within one game — but it cannot compare two games with different yaw values. cm/360 can.
Yaw values and where they come from
The 0.022 default is in the published source of Valve’s Source SDK 2013 (in_main.cpp, m_yaw) and id Software’s Quake and Quake III Arena, checked on 19 October 2026. The Valorant and Overwatch 2 values are not published by their developers; they are measurements repeated across converters, and they agree with the familiar ratios (CS2 ÷ 3.18 = Valorant, CS2 × 3.33 = Overwatch 2). “Unconfirmed” values come from a single source — verify them with the measuring helper before relying on them. Games update their settings, so the yaw of a title can change.
| Game | Yaw (°/count) | Status | Note |
|---|---|---|---|
| Counter-Strike 2 | 0.022 | Widely cited, community-measured | m_yaw 0.022 (Source lineage) |
| Source / Quake engine games (m_yaw) | 0.022 | Confirmed in source code | m_yaw default in the published engine source |
| Team Fortress 2 | 0.022 | Confirmed in source code | Source SDK m_yaw default |
| Apex Legends | 0.022 | Widely cited, community-measured | Source-derived engine |
| Valorant | 0.07 | Widely cited, community-measured | CS2 ÷ 3.1818 |
| Overwatch 2 | 0.0066 | Widely cited, community-measured | CS2 × 3.3333 |
| Call of Duty (classic sensitivity) | 0.0066 | Widely cited, community-measured | hip-fire, legacy/classic slider |
| Deadlock | 0.044 | Unconfirmed — check in game | single source; check in game |
| Rainbow Six Siege (multiplier 0.02) | 0.00572958 | Unconfirmed — check in game | assumes the default multiplier 0.02 |
| Fortnite (slider in %) | 0.005555 | Unconfirmed — check in game | per 1 % of the X sensitivity slider |
What the conversion does not cover
Want to check your mouse itself? The mouse polling rate test measures its report rate, and the aim trainer is a quick way to try a new setting.
- Field of view. FOV changes how fast the world appears to move on screen, not the distance of a 360° turn. Matching cm/360 is the standard way to convert hip-fire.
- Scopes and ADS. Zoomed sensitivity uses separate multipliers in each game and is not converted here.
- Mouse acceleration and Windows pointer speed. Turn off in-game acceleration; most games read raw input, which ignores the Windows pointer slider.
- Rounding. Some games round to two or three decimals, which can shift cm/360 slightly.
Mouse Sensitivity Converter FAQ
How do I convert Valorant sensitivity to CS2?
Multiply by 0.07 ÷ 0.022 ≈ 3.1818 at the same DPI. Valorant 0.4 becomes CS2 1.273. From CS2 to Valorant, divide by 3.1818.
What is cm/360?
The distance in centimetres you move the mouse to turn 360° in game. It is the one number that stays meaningful across games, DPI settings and mice.
How do I keep the same sensitivity when I change DPI?
Multiply your sensitivity by old DPI ÷ new DPI. Going from 400 to 800 DPI, halve it; from 1600 to 800, double it. Choose the same game on both sides of the sensitivity converter to do this.
What is eDPI?
Sensitivity multiplied by DPI. It compares settings within the same game, but not between games, because each game uses a different yaw.
Are these yaw values official?
Only the 0.022 Source/Quake default is confirmed in published source code. Others are widely cited community measurements or unconfirmed, and are labelled that way. Edit any value or measure it yourself.
Does this sensitivity converter work for controllers?
No. Controller sensitivity depends on stick curves, dead zones and turn-rate settings rather than counts per inch. Use the controller tester to check your sticks instead.