FPSCalc · free tools for players

FPS Sensitivity Converter

Convert your sensitivity between shooters without losing your aim. The converter keeps your cm/360 identical, so the same hand movement produces the same turn in every game.

Fill in your current settings and pick a target game.
cm / 360° (current)—
eDPI (current)—
Degrees per inch—
Sensitivity in target game—

What your cm/360 looks like on the desk

— mouse start 360°

The bar scales to fit; ticks are 5 cm apart.

Every game at a glance

The sensitivity each game needs to reproduce your current turn distance at the DPI shown. Rows in green are the settings you entered.

GameSensitivitycm/360°eDPIYawStatus
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Before you trust the number: these conversions assume raw, unscaled mouse input. Set Windows pointer speed to the 6th notch of 11 and turn off mouse acceleration, or your measured distance will not match the calculated one. Games with per-scope multipliers (Rainbow Six Siege, PUBG, Battlefield) and non-linear sliders can only be matched for hipfire with this method.

Yaw values used

Yaw is the degrees of rotation per mouse count at sensitivity 1. Values marked verified are consistent across independent references and the engine's scale; estimate means published sources disagree or the slider is non-linear, so treat the result as a starting point. Games patch these — if you spot a stale value, tell us.

GameYaw (deg/count)Multiply CS2 sens byInput styleStatus
Cute chibi character sliding a computer mouse across a mousepad — one full 360 degree turn

FAQ

What is a yaw value?

Yaw is the number of degrees your view rotates per mouse count at an in-game sensitivity of 1. Each engine picks its own yaw, which is why the same sensitivity number feels different in different games. Dividing one game's yaw by another gives the exact conversion factor.

What is cm/360?

cm/360 is the physical distance your mouse travels to rotate the view a full 360°. Formula: 360 / (DPI × sensitivity × yaw) × 2.54. Matching cm/360 across games is what preserves muscle memory. A higher cm/360 means a slower sensitivity.

How do I convert from CS2 to Valorant?

Multiply your CS2 sensitivity by 0.022 / 0.07 ≈ 0.3143. CS2 2.0 at 800 DPI becomes about 0.629 in Valorant, and both turn 360° in about 25.98 cm.

Why is my measured cm/360 different from the calculated one?

The formula assumes raw input. Windows pointer speed other than 6/11, mouse acceleration, ADS or scope multipliers and non-linear sliders all break it. Set pointer speed to 6/11 and disable acceleration, then measure with a ruler: one full turn from a fixed start point, averaged over two or three tries.

What cm/360 should I use?

There is no correct value. Converted from published pro settings, tactical shooters such as Valorant and CS2 mostly land between about 36 and 65 cm, while faster hero and tracking shooters trend between about 25 and 50 cm. Pick something you can control and keep it for months — changing sensitivity often is one of the fastest ways to stall.

Does the target DPI matter?

Only if you change it. cm/360 depends on the product of sensitivity and DPI, so doubling DPI and halving sensitivity gives the same turn distance. The converter handles both cases: leave the DPI equal for the usual migrate-the-slider-only case.

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