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Common Sensitivity Conversion Factors

All conversions preserve cm/360° (identical physical wrist movement for a full view rotation).
FromToFactorFormulaExample
ValorantCS2× 3.181VAL sens × 3.1810.4 → 1.272
CS2Valorant÷ 3.181CS2 sens ÷ 3.1812.0 → 0.629
Marvel RivalsCS2× 1.000Direct copy5.0 → 5.0
R6 SiegeValorant× 0.088R6 sens × 0.08830 → 2.64
Apex LegendsValorant× 0.750Apex sens × 0.7503.0 → 2.25
Overwatch 2Valorant× 0.094OW2 sens × 0.0946.0 → 0.564

How to Use the Gaming Sensitivity Converter

1

Select Your Game

Pick the game you currently play from the dropdown. Your existing sensitivity will be the starting point.

2

Enter Your Sensitivity

Type your current in-game sensitivity value. Results appear instantly — no button needed.

3

Copy & Apply

Hit the Copy button next to any target game and paste the value directly into that game's settings.

User Guide & Deep Dive — Gaming Sensitivity Converter

User workflow for reliable numbers

Gaming Sensitivity Converter is structured so you can move from inputs to defensible outputs without hunting for hidden options. Step 1 (“Select Your Game”): Pick the game you currently play from the dropdown. Your existing sensitivity will be the starting point. Step 2 (“Enter Your Sensitivity”): Type your current in-game sensitivity value. Results appear instantly — no button needed. Step 3 (“Copy & Apply”): Hit the Copy button next to any target game and paste the value directly into that game's settings. Following that sequence reduces rounding drift: you lock the scenario first, then layer refinements (tax mode, compounding frequency, activity tier, or niche multiplier) only after baseline numbers look sensible. When you revisit a calculation weeks later, the same order of operations makes spreadsheets and screenshots easier to reconcile with what the UI showed.

How Cross-Game Sensitivity Conversion Works

Every FPS game has a hidden constant called a yaw value — the number of degrees your view rotates per raw mouse count. Valorant uses 0.07°/count, CS2 uses 0.022°/count, and Marvel Rivals also uses 0.022°/count (which is why CS2 and Marvel Rivals sensitivities are always a 1:1 match).

The conversion formula is straightforward: Converted Sens = Source Sens × (Source Yaw / Target Yaw). For Valorant to CS2 that's 0.07 / 0.022 = 3.181 — meaning a Valorant sensitivity of 0.4 becomes CS2 sensitivity 1.272.

The metric this preserves is cm/360°: the centimetres of mouse movement required to rotate your view 360 degrees. Elite players treat cm/360° as their real sensitivity because it is hardware-independent. At 800 DPI, a Valorant 0.4 sensitivity is about 32 cm/360. After converting to CS2 (1.272), you get the same 32 cm/360.

Rainbow Six Siege uses a much smaller yaw value (≈ 0.00616°/count for hipfire), so the conversion factor is 0.088 from R6 to Valorant — meaning R6 sensitivities look much larger but actually rotate the camera far less per unit. ARC Raiders is an extraction shooter currently in early access; its sensitivity scale is 0–100 with conversion values marked as approximate until Embark Studios publishes official yaw data.

Professional context, standards, and limits

Competitive FPS performance is a stack of human factors, display timing, and settings you can actually sustain across thousands of repetitions. Crosshair codes encode color, thickness, outlines, and center dot behavior; what reads cleanly on Mirage may wash out on Icebox or Nuke. Sensitivity math reduces to a measurable cm/360°, yet muscle memory still prefers whatever you have rehearsed for seasons. Frame-time and monitor latency tools help you reason about end-to-end click-to-photon delay, but real-world variance from fullscreen optimizations, Reflex, and driver settings will diverge slightly from any single formula. Treat pro settings as structured experiments: change one variable at a time, log outcomes in aim trainers or scrims, and revert when something feels worse under pressure.

Applying the built-in expert tip

Seasoned users pair the in-app insight—“Pro tip: After converting, keep your DPI the same and only change the in-game sensitivity. This guarantees the same cm/360° — the real measure of muscle memory — across every game.”—with external checks specific to their industry. For Gaming Sensitivity Converter, treat that guidance as a hypothesis: note the assumption, measure the delta against real-world data you trust, and update defaults when your own history disagrees with generic benchmarks. Documenting those adjustments is what turns a quick answer into a repeatable workflow your team can audit.

Three adjacent tools from the same workflow—open in a new tab mentally, same privacy model here.

Frequently Asked Questions

Multiply your Valorant sensitivity by 3.181. For example, Valorant 0.4 × 3.181 = CS2 sensitivity 1.272. This factor comes from the ratio of the two games' yaw values: 0.07 (Valorant) ÷ 0.022 (CS2) = 3.181.

Both games share the same yaw value of 0.022°/count — the same constant Valve introduced in the original CS engine. Because the camera moves exactly the same amount per mouse count in both games, a sensitivity of 3.0 in CS2 is literally the same physical movement as 3.0 in Marvel Rivals.

Multiply your R6 Siege hipfire sensitivity by 0.088. For example, R6 sensitivity 30 × 0.088 = Valorant sensitivity 2.64. R6 Siege uses a much smaller yaw (~0.006°/count) so its raw values look large but produce slow camera movement.

cm/360 is the centimetres of physical mouse movement needed to rotate your view exactly 360 degrees. It is hardware-independent — it accounts for both your DPI and in-game sensitivity together. Two players with different DPI settings but the same cm/360 feel the exact same speed. Converting sensitivity to match cm/360 is the gold standard for preserving muscle memory across games.

Minor tweaks are normal for two reasons: FOV differences (wider FOV makes movement appear faster even at the same cm/360) and game-specific mechanics like aim assist or ADS multipliers. Start with the converted value and nudge by ±5–10% if things feel slightly off.

ARC Raiders is currently in early access and Embark Studios has not published an official yaw value. The conversion is based on community benchmarking (sens 50 ≈ CS2 sens 3 at the same DPI) and is marked as approximate. We will update the constant once official data is available.

Most professional FPS players use a cm/360 between 30–50 cm. At 800 DPI that translates to roughly Valorant 0.2–0.4, CS2 1.0–1.5, or Apex 1.5–3.0. Lower sensitivities give more precision for long-range duels; higher sensitivities improve close-range spin reaction. Start with a mid-range value and adjust over 2–3 weeks.

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