Mouse Sensitivity Converter

Convert your mouse sensitivity settings between different FPS games instantly.

Sensitivity Converter

Target Sensitivity

2.0000
for Valorant

Conversion Details

cm/36071.89 cm
inch/36028.30"
Source eDPI1600
Target eDPI1600

Sensitivity Ranges

< 25 cm/360High Sens - Wrist aiming
25-35 cm/360Medium-High - Balanced
35-50 cm/360Medium - Arm + wrist
50-80 cm/360Low Sens - Arm aiming
> 80 cm/360Very Low - Pro level precision

How Mouse Sensitivity Conversion Works

Every FPS game assigns an arbitrary number to the in-game sensitivity slider. A sensitivity of 2.0 in CS2 moves your crosshair at a completely different speed than a 2.0 in Overwatch 2 because each game applies its own internal multiplier — called a game coefficient — to translate that number into actual degrees-per-second of camera rotation.

The mouse sensitivity converter bridges this gap by converting your source game sensitivity into a universal physical measurement — centimeters per 360 degrees (cm/360) — and then back into the matching sensitivity number for the target game. This guarantees your muscle memory transfers perfectly, because the physical amount of mouse movement needed for a full rotation stays identical.

The first step calculates your cm/360:

cm/360 = (2.54 × 360) / (sensitivity × gameCoefficient × (DPI ÷ 400))

The constant 2.54 converts inches to centimeters, and DPI is normalized against the baseline of 400 DPI. Once cm/360 is known, the target sensitivity is found by reversing the formula for the target game's coefficient. Because both steps use the same DPI and the same 2.54 × 360 constant, these factors cancel out, leaving the elegant simplified form:

targetSens = sourceSens × (sourceCoefficient ÷ targetCoefficient)

This means the DPI of your mouse does not change the converted sensitivity value — it only affects how fast the physical movement translates into pixels on screen. Two players with identical cm/360 but different DPI settings will use different in-game sensitivity numbers, but their hands will move exactly the same amount per 360-degree turn.

The calculator also computes eDPI (effective DPI), which is simply sensitivity × DPI. eDPI is a single number that captures the combined effect of both your hardware and software settings, making it easy to compare sensitivity across players regardless of their individual DPI choices.

Sensitivity Conversion Formula

cm/360 = (2.54 × 360) / (sens × gameCoeff × (DPI / 400)) | targetSens = sourceSens × (sourceCoeff / targetCoeff)

Where:

  • sens= Source game sensitivity value
  • sourceCoeff= Sensitivity coefficient for the source game
  • targetCoeff= Sensitivity coefficient for the target game
  • DPI= Mouse dots per inch (hardware resolution setting)
  • cm/360= Centimeters of physical mouse movement required to rotate the in-game view by 360 degrees
  • targetSens= The resulting sensitivity value to enter in the target game

Game Sensitivity Coefficients Explained

Each supported game has a hardcoded coefficient that represents how aggressively the game engine responds to a unit change in your in-game sensitivity slider. Understanding these coefficients helps you predict how your sensitivity will feel when you switch titles.

Game Coefficient Notes
CS:GO / CS23.18Industry reference standard
Valorant3.18Identical to CS2 — 1:1 conversion
Team Fortress 23.18Source engine matches CS:GO
Overwatch 210.6Much higher coefficient — small numbers feel slow
Apex Legends5.0Mid-range; popular for tracking aim
Fortnite2.222Lower coefficient; larger numbers needed
Call of Duty3.0Close to CS2 baseline
PUBG2.5Slightly slower response per unit
Rainbow Six Siege1.2Very low — higher numbers required for speed
Escape from Tarkov3.5Slightly above CS2 baseline
Quake2.0Classic arena shooter standard
Rust3.0Matches CoD and close to CS2

Notice that CS2 and Valorant share the exact same coefficient of 3.18. This is not a coincidence — Valorant's designers intended to make it trivially easy for CS players to transition, so the sensitivity scale was deliberately matched. If you play both games, you can use the exact same sensitivity number in each.

Understanding cm/360 and eDPI

The cm/360 metric is the gold standard for comparing mouse sensitivity across different games, mice, and players. It measures the physical distance in centimeters that you must slide your mouse on the desk to rotate your in-game view by exactly 360 degrees. Because it is a physical measurement, it is entirely independent of game engine, DPI setting, or sensitivity number — a player with 40 cm/360 in CS2 and one with 40 cm/360 in Apex Legends will move their hands the exact same amount per full rotation.

Professional players typically cluster between 25 cm/360 and 80 cm/360, though there is significant variation by role and personal preference. High-sensitivity players (under 25 cm/360) use quick wrist flicks and excel at tracking fast close-range targets. Low-sensitivity players (above 60 cm/360) use full arm sweeping motions, which often leads to more precise long-range flick shots but requires a large mouse pad.

eDPI (effective DPI) is a related metric calculated simply as your in-game sensitivity multiplied by your mouse DPI. For example, a sensitivity of 2.0 at 800 DPI gives an eDPI of 1600. This single number lets you compare your overall speed setting against other players without needing to know their individual hardware configurations. Common competitive eDPI ranges fall between 400 and 1600 for tactical shooters, with the sweet spot for most CS2 professionals sitting around 800–1000 eDPI.

Unlike cm/360, eDPI does depend on the game's coefficient, so it is most useful for comparing players within the same game. When comparing across games, always use cm/360 as the universal reference.

Choosing the Right Sensitivity for Your Playstyle

Sensitivity selection is one of the most personal decisions in competitive gaming. There is no universally optimal value — the right choice depends on your aiming style, mouse pad size, the type of game you play, and whether you prioritize micro-adjustment tracking or large snap flicks.

Wrist aimers typically prefer higher sensitivity settings (shorter cm/360) because wrist range of motion is limited compared to full arm movement. A wrist aimer with a 30 cm/360 can comfortably reach all targets without repositioning their elbow, which keeps their technique fast and consistent. Arm aimers generally favor lower sensitivity (longer cm/360) because larger movements carry more muscle memory precision — the shoulder and elbow joints have better fine motor control over wide arcs than the wrist does over tiny ones.

Game genre also matters. In tactical shooters like CS2 and Valorant, where precise micro-corrections at long range are critical, players often prefer lower sensitivity. In battle royale games or hero shooters with lots of close-range engagement and 180-degree snap turns, slightly higher sensitivity can be advantageous. Movement-heavy games like Quake and Apex Legends see more variance, with both very high and very low sensitivity players succeeding at the top level.

When switching games, the primary goal of this sensitivity converter calculator is to preserve your existing muscle memory. By matching your cm/360 exactly, you ensure your brain's learned movement patterns carry over without retraining. After converting, give yourself a few sessions before tweaking further — your aim may feel slightly off initially simply because of visual and environmental differences between titles, not because the sensitivity is wrong.

DPI, Polling Rate, and Sensitivity — What Actually Matters

DPI (dots per inch) is a hardware specification describing how many individual steps your mouse sensor reports for every inch of physical movement. A mouse at 800 DPI sends 800 position updates per inch; at 1600 DPI, it sends 1600. Higher DPI is not inherently better — it simply means smaller physical movements can be detected, which is useful at very low in-game sensitivities but makes no difference otherwise.

Most competitive FPS players settle on 400 DPI or 800 DPI with a corresponding in-game sensitivity that produces their preferred cm/360. Using a moderate DPI avoids sensor jitter issues that can appear at extremely high DPI settings, and keeps in-game sensitivity numbers in a comfortable mid-range rather than tiny decimals like 0.003 or large values like 45.

Polling rate — measured in Hz — determines how frequently your mouse reports its position to your computer. A 1000 Hz polling rate means 1000 position reports per second (every 1 ms). Higher polling rates reduce input latency and produce smoother cursor movement, but they have no effect on the sensitivity conversion formula. Whether you use 125 Hz or 8000 Hz, your converted sensitivity value from this calculator remains exactly the same.

The key takeaway for using this cross-game sensitivity calculator is straightforward: enter the DPI you actually play at in the DPI field, input your current game sensitivity, select your source and target games, and the calculator produces the exact number to enter in your new game. Your cm/360 stays locked, your muscle memory transfers, and you can focus on learning the new game's mechanics rather than re-learning how to aim.

Worked Examples

CS2 to Valorant Conversion

Problem:

A player uses sensitivity 2.0 in CS:GO / CS2 at 800 DPI and wants to find the equivalent Valorant sensitivity.

Solution Steps:

  1. 1Identify coefficients: CS2 coefficient = 3.18, Valorant coefficient = 3.18
  2. 2Calculate cm/360: (2.54 × 360) / (2.0 × 3.18 × (800 / 400)) = 914.4 / (2.0 × 3.18 × 2) = 914.4 / 12.72 = 71.88 cm
  3. 3Apply simplified formula: targetSens = 2.0 × (3.18 / 3.18) = 2.0 × 1.0 = 2.0
  4. 4Confirm eDPI: source eDPI = 2.0 × 800 = 1600; target eDPI = 2.0 × 800 = 1600

Result:

Valorant sensitivity = 2.0000. Because both games share the same coefficient of 3.18, the conversion is always 1:1 — your CS2 sensitivity works directly in Valorant.

Overwatch 2 to CS2 Conversion

Problem:

A player's Overwatch 2 sensitivity is 5.0 at 800 DPI. They want the equivalent CS:GO / CS2 sensitivity.

Solution Steps:

  1. 1Identify coefficients: Overwatch 2 coefficient = 10.6, CS2 coefficient = 3.18
  2. 2Calculate cm/360: (2.54 × 360) / (5.0 × 10.6 × (800 / 400)) = 914.4 / (5.0 × 10.6 × 2) = 914.4 / 106.0 = 8.63 cm
  3. 3Apply simplified formula: targetSens = 5.0 × (10.6 / 3.18) = 5.0 × 3.3333 = 16.667
  4. 4Verify: cm/360 in CS2 = 914.4 / (16.667 × 3.18 × 2) = 914.4 / 106.0 = 8.63 cm — matches exactly

Result:

CS2 sensitivity = 16.6667. The large Overwatch coefficient means a 5.0 there is surprisingly fast; in CS2, that same physical speed requires a much larger sensitivity number.

Apex Legends to Fortnite Conversion

Problem:

A player uses Apex Legends sensitivity 2.0 at 1600 DPI and needs the equivalent Fortnite sensitivity.

Solution Steps:

  1. 1Identify coefficients: Apex Legends coefficient = 5.0, Fortnite coefficient = 2.222
  2. 2Calculate cm/360: (2.54 × 360) / (2.0 × 5.0 × (1600 / 400)) = 914.4 / (2.0 × 5.0 × 4) = 914.4 / 40 = 22.86 cm
  3. 3Apply simplified formula: targetSens = 2.0 × (5.0 / 2.222) = 2.0 × 2.2502 = 4.5005
  4. 4Confirm eDPI: Apex eDPI = 2.0 × 1600 = 3200; Fortnite eDPI = 4.5005 × 1600 = 7201

Result:

Fortnite sensitivity = 4.5005. Fortnite uses a lower coefficient, so you need a larger number in its sensitivity menu to reproduce the same physical mouse speed. The cm/360 of 22.86 cm stays identical.

Rainbow Six Siege to Call of Duty Conversion

Problem:

A Rainbow Six Siege player uses sensitivity 70 at 400 DPI and wants the equivalent Call of Duty sensitivity.

Solution Steps:

  1. 1Identify coefficients: R6 Siege coefficient = 1.2, Call of Duty coefficient = 3.0
  2. 2Calculate cm/360: (2.54 × 360) / (70 × 1.2 × (400 / 400)) = 914.4 / (70 × 1.2 × 1) = 914.4 / 84 = 10.89 cm
  3. 3Apply simplified formula: targetSens = 70 × (1.2 / 3.0) = 70 × 0.4 = 28.0
  4. 4Confirm cm/360 in CoD: 914.4 / (28.0 × 3.0 × 1) = 914.4 / 84.0 = 10.89 cm — correct

Result:

Call of Duty sensitivity = 28.0000. R6 Siege's very low coefficient of 1.2 means large numbers are typical; the much higher CoD coefficient of 3.0 reduces the converted value significantly.

Tips & Best Practices

  • Start with your exact current sensitivity and DPI — even a small error in your source values will shift your converted result.
  • Use 800 DPI as a baseline if you are unsure what DPI to choose; it offers a good balance of precision and comfortable in-game sensitivity numbers.
  • After converting, avoid the urge to immediately adjust the result — give your muscle memory at least 2–3 hours of play before deciding the feel is wrong.
  • CS2 and Valorant share identical coefficients (3.18), so you can use the same sensitivity number in both games with no conversion needed.
  • Target a cm/360 between 30 and 60 cm if you are starting fresh; this range is used by the majority of competitive players across all major FPS titles.
  • eDPI is the quickest way to benchmark your setup against streamer or pro player settings shared online — multiply their sensitivity by their DPI to compare directly.
  • Lower DPI with a higher in-game sensitivity can introduce sensor jitter at fast movements; if you notice inconsistency, try 800 DPI with a proportionally lower sensitivity.
  • If switching from Overwatch 2 to any tactical shooter, expect your converted sensitivity to be a surprisingly large number — Overwatch's high coefficient of 10.6 means its low slider values represent much faster movement than you might expect.

Frequently Asked Questions

Valorant was designed by former CS:GO players at Riot Games, and the team deliberately matched the sensitivity coefficient to CS:GO's 3.18 to make it easy for the large CS player base to transition. This means your CS2 sensitivity transfers directly to Valorant with no change — a 1:1 conversion. The identical coefficient also reflects similar underlying engine philosophies around field of view and mouse input scaling.
No — the converted sensitivity number is independent of DPI. When you change DPI, the formula's DPI terms cancel out mathematically, so the ratio of source to target sensitivity depends only on the two game coefficients. However, DPI does affect your cm/360 measurement: the same sensitivity number at 1600 DPI will move the crosshair twice as far per inch compared to 800 DPI. Enter your actual playing DPI to see the correct cm/360 and eDPI readouts.
eDPI (effective DPI) is calculated as in-game sensitivity × mouse DPI. For example, a sensitivity of 2.0 at 800 DPI gives eDPI 1600. It lets you compare your overall aiming speed with other players who may use different DPI settings. An eDPI of 1600 always produces the same crosshair movement speed within the same game, regardless of whether the player uses 400 DPI with sensitivity 4.0 or 1600 DPI with sensitivity 1.0. For cross-game comparisons, use cm/360 instead.
Each game stores sensitivity in its settings menu, typically under Options → Mouse or Options → Controls. In CS2 it is under Game Settings; in Valorant under Settings → General; in Overwatch 2 under Options → Controls → Sensitivity. The number you see there is what you enter as your source sensitivity in this calculator. Make sure you are reading the <em>general</em> sensitivity, not an ADS (aim-down-sights) or scope multiplier.
Professional players span a wide range, but the majority fall between 25 cm/360 and 80 cm/360. In CS2, the median pro sits around 35–45 cm/360. Valorant pros tend to be slightly higher, around 40–55 cm/360. Overwatch pros vary more by hero and role. Very few top players use below 20 cm/360 or above 100 cm/360. These are guidelines, not rules — consistency and personal comfort matter more than copying a specific number.
Your aim should feel familiar right away because your muscle memory is preserved, but it may take a few sessions to feel natural in a new game environment. Visual differences — field of view, bullet tracers, movement speed — can make identical sensitivity feel slightly different. If everything feels right after a few games, you have successfully transferred your sensitivity. If something still feels off, consider comparing your cm/360 value carefully and checking that you have entered the correct source game and sensitivity number.
This sensitivity converter is specifically designed for mouse-and-keyboard FPS settings, using the physical cm/360 paradigm that applies to mouse movement. Controller sensitivity systems work differently — they are typically expressed as turn speed (degrees per second) and vary by acceleration curves, dead zones, and aim assist. The game coefficients in this calculator do not apply to controller input, so results would not be meaningful for gamepad players.

Sources & References

Last updated: 2026-06-05

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Editorial Note

MyCalcBuddy Editorial Team

This page is maintained as an educational calculator reference.

Source

Formula Source: Standard Mathematical References

by Various

UpdatedLast reviewed: May 2026
CheckedFormula checks are based on standard references and internal QA review.

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