Sensitivity Converter
Your aim, unchanged: convert your sensitivity between games so your cm/360 — the real number your wrist knows — stays exactly the same.
The short answer
Formula. Same feel across games: new sensitivity = old sensitivity × old yaw ÷ new yaw (CS2 0.022, Valorant 0.07, Overwatch 2 0.0066).
Example. CS2 sensitivity 2 equals Valorant 0.6286 — both turn exactly 25.98 cm per full 360 at the same DPI.
Convert between games
How sensitivity conversion works
Games translate mouse counts into camera rotation through a per-game constant called yaw — degrees turned per count at sensitivity 1. CS2 and Apex use 0.022°, Valorant 0.07°, Overwatch 2 0.0066°, Rainbow Six Siege 0.00223°. Your physical turn distance depends on DPI × yaw × sensitivity as one product, so to keep the feel identical between games you keep DPI and rescale the sensitivity by the yaw ratio: equivalent sens = your sens × (yaw of your game ÷ yaw of target game). Valorant 0.5 → CS2: 0.5 × 0.07 ÷ 0.022 = 1.59. OW2 5 → CS2: 5 × 0.0066 ÷ 0.022 = 1.50.
The table the converter prints is the same ratio applied to every supported game at once, plus your cm/360 — centimeters of desk for a full turn — which is the only number that means the same thing in every game. If you are also switching DPI, remember the two must offset: doubling DPI halves the sensitivity that keeps your aim unchanged. Set the DPI box to your new mouse's DPI before converting and the numbers stay honest.
Three honesty notes from the aiming community. First, yaw constants are stable but not sacred — a major game update can change one, and if a converted sens suddenly feels off, verify the constant (console command or the game's config) and use the custom yaw field. Second, conversion preserves turning, not everything: field of view differs between games, so tracking a target across screen edges feels different even at identical cm/360. Third, games with multipliers or "relative" aim modes for ADS (Apex, OW2) scale hipfire and scopes differently — convert your hipfire, then set per-scope values by feel, as pros do.
Sources & review date
- Yaw values are the games' standard rotation-per-count constants: CS2/CS:GO 0.022, Valorant 0.07, Overwatch 2 0.0066.
- Conversion preserves cm per 360 — the physical distance of a full turn, the cross-game comparison standard.
Last reviewed: October 2026. Numbers that drift (fees, prices, densities) are editable inputs on this page.
Sensitivity conversion FAQs
Is Valorant sensitivity the same as CS2?
The numeric values differ — Valorant runs about 3.18× higher numerically than CS2 for the same feel (0.3143 going from Valorant to CS2). Same yaw-scaled product, different menu numbers.
What's a good cm/360 to aim for?
Tactical shooters (CS2, Valorant): most players and pros sit between 20 and 50 cm per 360. Faster arena/movement games (Overwatch, Quake): 15–35 cm. Anywhere in those bands is defensible — consistency beats the specific number.
Does Windows pointer speed affect game sensitivity?
Not in games using raw input (all the games listed here), which bypass Windows settings entirely. Windows pointer speed still affects menus and desktop use — leave it at the default 6/11 so nothing accelerates.
How do I find a game's yaw if it's not listed?
Search the game's config files or console for a degrees-per-count value, or check a community aiming wiki. Enter it in the custom yaw field — the math is identical once the constant is right.