Select Your Game
Pick the game you currently play from the dropdown. Your existing sensitivity will be the starting point.
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Pro Tip
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.
| From | To | Factor | Formula | Example |
|---|---|---|---|---|
| Valorant | CS2 | × 3.181 | VAL sens × 3.181 | 0.4 → 1.272 |
| CS2 | Valorant | ÷ 3.181 | CS2 sens ÷ 3.181 | 2.0 → 0.629 |
| Marvel Rivals | CS2 | × 1.000 | Direct copy | 5.0 → 5.0 |
| R6 Siege | Valorant | × 0.088 | R6 sens × 0.088 | 30 → 2.64 |
| Apex Legends | Valorant | × 0.750 | Apex sens × 0.750 | 3.0 → 2.25 |
| Overwatch 2 | Valorant | × 0.094 | OW2 sens × 0.094 | 6.0 → 0.564 |
Pick the game you currently play from the dropdown. Your existing sensitivity will be the starting point.
Type your current in-game sensitivity value. Results appear instantly — no button needed.
Hit the Copy button next to any target game and paste the value directly into that game's settings.
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.
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.
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.
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.
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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