How to use
- On the left, choose the game you already play and enter its sensitivity and your DPI.
- On the right, choose the target game. If you use a different DPI there (some people switch mice), change the DPI field — the converter accounts for it.
- Read the converted sensitivity. Round to what the game accepts: CS2 takes 2 decimals, Valorant 3, Apex 2, Fortnite is a percentage with 1 decimal.
- Check cm/360° — the physical distance for a full turn. The table at the bottom lists the sensitivity that gives the same cm/360° in every supported game.
cm/360 — the only universal measure
Sensitivity numbers mean nothing outside their game: "2.0" is normal in CS2, absurdly slow in Fortnite and unplayably fast in Valorant. What is comparable is the physical distance your mouse travels to rotate the view a full circle — cm/360 (or inches/360). Same distance = same muscle memory, whatever the game.
Each game multiplies mouse counts by its own yaw — degrees turned per count at sensitivity 1. The formula the converter uses:
cm/360 = 360 / (yaw × sensitivity × DPI) × 2.54
and the reverse, to find the sensitivity for a target game:
sens_B = sens_A × yaw_A / yaw_B × DPI_A / DPI_B
Worked example: CS2 sensitivity 2.0 at 800 DPI → 360 / (0.022 × 2.0 × 800) = 10.23 inches = 26.0 cm per 360°. To get the same in Valorant (yaw 0.07): 2.0 × 0.022 / 0.07 = 0.629. In Overwatch 2 (yaw 0.0066): 2.0 × 0.022 / 0.0066 = 6.67. In Fortnite: 7.9 %.
Yaw values by game
These are the per-count turn rates used in the calculation. They come from the public data of open converters (sensitivity-converter.com data, September 2026) and the Source engine's default m_yaw 0.022; the CS2 ↔ Valorant ratio 3.18 is confirmed by both communities.
| Game | Yaw (°/count at sens 1) | Multiply CS2 sens by | Note |
|---|---|---|---|
| CS2 / CS:GO / CS 1.6 | 0.022 | 1 | Source default m_yaw |
| Apex Legends | 0.022 | 1 | same engine family — CS2 sens carries over 1:1 |
| Valorant | 0.07 | 0.3143 (÷ 3.18) | — |
| Overwatch 2 | 0.0066 | 3.33 | value used by all major converters |
| Call of Duty (BO6 / Warzone / MW) | 0.0066 | 3.33 | same as Overwatch |
| Fortnite | 0.005555 per 1 % | 3.96 (result in %) | equivalently 0.5555 per 100 % |
| Rainbow Six Siege | 0.00573 | 3.84 | at default Mouse Sensitivity Multiplier Unit 0.02 |
| Marvel Rivals | 0.0175 | 1.257 | — |
| PUBG | non-linear scale | — | the 1–100 slider is not proportional; the tool uses the community curve — verify in-game |
Why ADS and scopes do not convert 1:1
The converter handles hipfire. Aiming down sights is a separate problem, and it is why paid converters exist.
When you ADS, the field of view narrows. If the game keeps the same degrees-per-count, the crosshair moves across more screen per centimetre than it did unscoped, so your aim feels faster. Games compensate differently: CS2 scales scoped sensitivity by the FOV ratio (zoom_sensitivity_ratio_mouse 1.0), Valorant has a "Scoped sensitivity multiplier" (default 1.0 = same 360° distance, not the same screen distance), Apex offers per-scope sliders, and Call of Duty lets you pick "Relative" or "Legacy" ADS behaviour. So "same cm/360 while scoped" and "same feel on screen while scoped" (the so-called monitor-distance or 0 % match) are two different targets, and each game exposes a different knob.
Practical advice: convert hipfire here, leave the ADS multiplier at the game default (1.0), then adjust only if scoped tracking feels off. In CS2 zoom_sensitivity_ratio_mouse 1.0 and in Valorant scoped multiplier 1.0 already give you the same cm/360 as hipfire.
What makes ours different
Both sides have their own DPI field, so switching mice between games is handled without a second calculation. The bottom table shows the equivalent sensitivity in every supported game at once, not just the one you picked. Yaw values are listed openly in this page — you can check the math by hand, which most converters do not allow. There is no paid tier for hipfire, no account and no ad covering the fields. What we do not do: per-scope ADS conversion and the 1,700-game catalogue of the big paid site — this page is for the shooters people actually switch between.
Privacy
The conversion is pure arithmetic executed in your browser. Nothing you type is stored or transmitted; there is no server call while you use the converter.
FAQ
How do I convert CS2 sensitivity to Valorant?
Divide by 3.18 (multiply by 0.022 / 0.07) if the DPI stays the same. CS2 2.0 → Valorant 0.629; CS2 1.5 → 0.471. The converter does this and also handles a different DPI.
How do I convert Valorant sensitivity to CS2?
Multiply by 3.18. Valorant 0.35 at 800 DPI → CS2 1.11 at 800 DPI. Apex uses the same yaw as CS2, so Valorant → Apex is the same multiplication.
Does Apex Legends use the same sensitivity as CS2?
Yes for hipfire: both use a yaw of 0.022, so CS2 2.0 = Apex 2.0 at equal DPI. Apex's per-scope ADS multipliers are separate settings.
Why does my converted Fortnite sensitivity look like 7.9?
Fortnite expresses sensitivity in percent. 7.9 means 7.9 % on the X/Y sliders. Legacy builds also had a 0–1 decimal scale; the percent scale is the current one.
Is PUBG conversion accurate?
Less than the others. PUBG's 1–100 slider is not linear, so any converter approximates it with a curve. Treat the result as a starting point and verify by measuring a 360° turn in the training range.
Do I need to change Windows settings?
Only make sure "Enhance pointer precision" is off and the pointer speed slider is at 6/11. Otherwise Windows alters the counts before any game sees them and the conversion will be off in every game.