Convert your mouse sensitivity from one game to another with an easy cross-game sensitivity calculator. Enter your current game, target game, DPI, and in-game sensitivity to calculate matching cm/360, target sensitivity, eDPI, and practical setup notes for consistent aim.
This tool is built for FPS players, aim trainer users, Valorant and CS2 grinders, Apex Legends tracking players, Overwatch heroes, Fortnite builders, Minecraft PvP players, and anyone who wants the same mouse feel across games without guessing random numbers.
Use this calculator to translate a sensitivity setting from one supported game into another. The converter uses a cm/360 style method: it estimates how far your mouse travels on the pad to rotate your in-game camera by a full 360 degrees, then solves for the target game sensitivity that should produce a similar turn distance.
Choose your games and press convert to see the target sensitivity.
This page runs locally in your browser. It does not save your settings to a server. Your copied result is only placed on your clipboard when you choose Copy Result.
A sensitivity converter is a tool that helps you move your mouse sensitivity from one game to another. Every game has its own sensitivity scale. A value of 1.0 in one game rarely feels like 1.0 in another game. That is why players use cross-game sensitivity conversion: they want the same physical mouse distance to create the same turning distance in different games.
The most practical shared measurement is cm/360. This means centimeters per 360-degree turn. If your mouse has to move 35 centimeters on your mouse pad for your character to spin all the way around, your sensitivity is 35 cm/360. A lower cm/360 number means faster sensitivity because you need less physical movement. A higher cm/360 number means slower sensitivity because you need more physical movement.
This calculator converts sensitivity by estimating your source game’s cm/360, then solving for the target game sensitivity that should produce a similar full-turn distance. For example, if your Valorant setting gives you 46 cm/360 and you want CS2 to feel similar, the target value should also create about 46 cm/360 when used with the same mouse DPI.
Players use sensitivity converters when switching from Valorant to CS2, Apex Legends to Overwatch 2, Fortnite to Aim Lab, or Minecraft PvP to a general aim trainer. The conversion saves time because it removes the largest guesswork step. Instead of randomly dragging sliders until something feels close, you start with a mathematically reasonable number and then fine-tune it inside the game.
The simplest way to understand conversion is to think in physical distance. Your mouse DPI tells the computer how many counts it sends per inch of movement. The game sensitivity multiplies that input. The game yaw value describes how much camera rotation each input unit creates. When those pieces are combined, you can estimate the distance needed for a full 360-degree turn.
Most players do not need to memorize the formula. The important part is knowing what each number means. DPI is your hardware sensitivity. In-game sensitivity is the multiplier inside the game. Yaw is a game-specific rotation constant. cm/360 is the final physical feel you experience on your mouse pad.
eDPI is also useful, but only inside the same game. eDPI means DPI multiplied by in-game sensitivity. It helps compare two Valorant players or two CS2 players using different DPI values, but it does not automatically convert between games with different sensitivity scales. A 320 eDPI in Valorant does not equal a 320 eDPI in CS2 because the game sensitivity systems are not the same.
| Metric | Meaning | Best Use | Limitation |
|---|---|---|---|
| DPI | Mouse counts per inch of physical movement | Hardware setup and consistency | Does not include game sensitivity |
| In-game sensitivity | Multiplier used by the game | Adjusting feel inside one title | Scale changes from game to game |
| eDPI | DPI multiplied by in-game sensitivity | Comparing settings inside the same game | Not universal across games |
| cm/360 | Centimeters needed for one full turn | Cross-game matching and aim trainers | FOV and zoom can still feel different |
The converter includes common FPS and competitive game profiles. The yaw values are approximate practical conversion constants used for 360-distance matching. They are useful for finding a starting point, but you should still confirm the value in a practice range because some games include extra options such as scoped sensitivity, ADS multiplier, FOV scaling, monitor distance matching, or separate horizontal and vertical sensitivity.
| Game | Profile Type | Conversion Use | Notes |
|---|---|---|---|
| Valorant | Tactical FPS | Great for precise low-sens conversion | Use hipfire sensitivity first; scoped multiplier is separate. |
| CS2 / Counter-Strike | Tactical FPS | Classic 360-distance matching | Custom yaw commands can change the result. |
| Apex Legends | Movement FPS | Useful for hipfire tracking feel | ADS settings and per-optic values need separate tuning. |
| Overwatch 2 | Hero FPS | Good hipfire baseline | Hero kits and scopes can change the preferred feel. |
| Fortnite | Builder shooter | Helpful for mouse look baseline | Building/editing sensitivity can need different tuning. |
| Rainbow Six Siege | Tactical FPS | Approximate hipfire matching | ADS system and XFactor options make exact scopes more complex. |
| Minecraft Java | Sandbox PvP | Approximate mouse-look starting point | Minecraft uses a very different slider feel, so test in-game. |
| Aim Lab / Aim Trainer | Training environment | Best for verifying cm/360 | Match your main game profile and confirm 360 distance. |
The best sensitivity is not only mathematical. It also depends on mouse pad size, grip style, posture, monitor size, FOV, game pace, and whether you aim mostly with your wrist, arm, or a hybrid. Treat conversion as your starting line, not the finish line.
Two games can share the same cm/360 and still feel different. This surprises many players. The reason is that aim is not only a full 360-degree turn. Most aiming happens in small movements on screen. Field of view, zoom level, aspect ratio, weapon handling, animation, input buffering, and camera smoothing can all change how the same physical mouse movement feels during real gameplay.
For example, a tactical shooter with low FOV and slow movement may make a sensitivity feel faster because targets occupy more screen space and engagements require smaller corrections. A movement shooter with fast strafing and verticality may make the same cm/360 feel slower because you need more rapid tracking and more frequent turns. A hero shooter may feel different again because each hero has different ability movement and weapon behavior.
That is why many advanced players use cm/360 for the first conversion, then tune slightly by game. You can keep your base sensitivity consistent while allowing small adjustments for a title’s pace. The goal is not to force every game into the exact same feeling; the goal is to avoid starting from zero every time you install a new game.
Different field of view can make the same 360 distance feel faster or slower on screen, especially during small flicks.
Scoped and aiming-down-sights values are usually separate from hipfire sensitivity and may need their own conversion.
Fast games often need more tracking and target switching, so identical cm/360 may not be equally comfortable.
Raw input, smoothing, acceleration, and platform limitations can affect feel beyond a simple sensitivity number.
eDPI is very easy to calculate: multiply DPI by sensitivity. If you use 800 DPI and 0.35 sensitivity in Valorant, your Valorant eDPI is 280. If another Valorant player uses 400 DPI and 0.70 sensitivity, they also have 280 Valorant eDPI. That means both players have the same effective Valorant sensitivity, assuming other settings are equal.
However, eDPI is not universal. The number does not automatically mean the same thing in another game. A 280 eDPI in Valorant is not the same as 280 eDPI in Overwatch 2 or CS2 because those games use different sensitivity scales. For cross-game conversion, cm/360 is more helpful because it describes physical mouse distance rather than a game-specific slider number.
The clean workflow is simple: use eDPI to compare yourself with players inside the same game, and use cm/360 when translating between different games. If your main game is Valorant, eDPI can help you understand whether your setting is low, medium, or high compared with other Valorant players. If you move from Valorant to CS2, use the converter’s cm/360 result to find a CS2 starting value.
Before you blame a sensitivity converter, make sure your system settings are consistent. Small setup changes can make a correct conversion feel wrong. DPI stages, Windows pointer speed, mouse acceleration, polling rate, raw input, and mouse pad friction all affect the physical feel of aim.
| Setting | Recommended Setup | Why It Matters |
|---|---|---|
| Mouse DPI | Use one fixed DPI such as 400, 800, or 1600 | Changing DPI changes every conversion. |
| Pointer speed | Keep Windows pointer behavior consistent | Desktop settings can affect some non-raw-input situations. |
| Pointer precision | Avoid acceleration for aim consistency when possible | Acceleration makes movement depend on speed as well as distance. |
| Polling rate | 500 Hz or 1000 Hz is common for gaming mice | Higher polling can make input feel smoother, if stable. |
| Raw input | Enable in games that support it | It helps game input read mouse movement more directly. |
| Mouse pad | Use enough space for your cm/360 | Low sensitivity needs more physical room. |
Hipfire conversion is the easiest part. Scoped conversion is more complicated because games use different zoom levels and scaling systems. A sniper scope in one game may not share the same magnification, FOV behavior, or monitor-distance logic as a rifle sight in another game. Even inside one game, a 1x sight, 2x sight, and 8x scope can all need different multipliers.
If your target game has an ADS multiplier, start by converting your hipfire sensitivity first. Then test common aiming situations: close-range tracking, medium-range recoil control, and long-range scoped micro-adjustments. If hipfire feels correct but ADS feels too fast, lower the ADS multiplier slightly. If scoped aim feels sluggish and you under-track moving targets, raise the ADS multiplier slightly.
Players who care about exact scoped matching often use monitor-distance matching instead of only 360-distance matching. That can be helpful for small on-screen movements, but it is harder to explain in one number. For most players, hipfire cm/360 conversion plus careful scoped tuning is practical and reliable enough.
Use a controlled sensitivity that lets you stop accurately on head-level targets. Convert hipfire first, then test sheriff taps, rifle bursts, and small counter-strafe corrections.
Confirm that your yaw settings are default before trusting conversion. Test with bots by doing 90-degree and 180-degree turns, then adjust only if spray control or micro-corrections feel wrong.
Apex needs tracking, armor-swap speed, and movement control. A perfect tactical shooter conversion may feel slightly too slow for close-range movement, so test in the firing range.
Different heroes reward different aim styles. Use the converter for your general baseline, then decide whether heroes like Tracer, Widowmaker, or Cassidy need specialized settings.
Mouse look, building, editing, and targeting can use different practical speeds. Convert the camera baseline, then tune building and editing for comfort rather than pure 360 matching.
Minecraft sensitivity can feel unusual because of its slider behavior. Use the result as a starting point and test aim while strafing, comboing, block-hitting, and tracking jumping targets.
Many players fall into sensitivity chaos. They change settings after every bad match and never give muscle memory time to settle. A converter can help you start close, but improvement still needs consistent practice. Use this seven-day plan to evaluate your new setting without overreacting to one good or bad session.
| Day | Focus | What to Do | What to Avoid |
|---|---|---|---|
| Day 1 | Baseline | Convert sensitivity and play practice range for 20 minutes. | Do not change every option at once. |
| Day 2 | Flicks | Test static target flicks and 90-degree turns. | Do not judge by one lucky highlight. |
| Day 3 | Tracking | Track moving bots or strafing targets. | Do not raise sensitivity only because tracking feels hard. |
| Day 4 | Real matches | Play normal games and write down over-aim or under-aim patterns. | Do not change after every death. |
| Day 5 | Small adjustment | Adjust 3 to 5 percent only if the same problem repeats. | Do not jump from low sens to very high sens. |
| Day 6 | Consistency | Use the same setting for a full session. | Do not copy a pro setting mid-session. |
| Day 7 | Decision | Keep it, adjust slightly, or return to baseline. | Do not restart the cycle without evidence. |
Your mouse pad size should match your sensitivity. If your cm/360 is 55 centimeters and your usable mouse pad space is only 30 centimeters wide, you will run out of room during wide turns. If your cm/360 is 12 centimeters on a huge desk mat, you may have more space than you need but struggle with precise micro-adjustments.
Low sensitivity players often use large desk mats and arm aiming. High sensitivity players often use smaller pads and wrist aiming. Hybrid players use both wrist and arm. None of these styles is automatically best. The right choice is the one that lets you aim without tension, reset the mouse comfortably, and keep control during both flicks and tracking.
| cm/360 Range | Feel | Mouse Pad Advice | Common Use |
|---|---|---|---|
| 10–20 cm | Very fast | Small pad is enough | Fast movement, casual, some hero shooters |
| 20–35 cm | Medium-fast | Medium pad recommended | Tracking FPS, battle royale, mixed games |
| 35–55 cm | Controlled | Large pad recommended | Tactical shooters and precision aim |
| 55+ cm | Very slow | Large desk mat needed | Very precise arm aiming |
Choose your source game, target game, DPI, and current sensitivity to get a practical cross-game sensitivity estimate. Copy the result, test it in a practice range, and fine-tune slowly instead of changing settings after every match.
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