Mouse Sensitivity Converter

Source GameYaw: 0.022
Presets:
Source eDPI:960
Target ConvertedYaw: 0.07
Target eDPI:302
Distance / 360° Turn43.3 cm

Equals 17.0 inches of mouse travel to perform a full 360° turn in-game. A 180° flick requires 21.6 cm.

Aiming ProfileLow Sens (Tactical Standard)

Ideal for CS2 & Valorant crosshair placement.

Mousepad Requisite≥ 450mm Pad

At 43.3 cm/360, centering your mouse gives you 21.6cm left/right clearance before needing a mouse lift.

Specifications & Diagnostic Methodology

01. Signal Acquisition & What Is The Mouse Sensitivity Converter?

The Mouse Sensitivity Converter and eDPI Calculator is a comprehensive gaming physics utility engineered to translate your exact mouse aim sensitivity across different game engines with 1:1 mathematical precision. When competitive gamers transition between titles like Counter-Strike 2, Valorant, Apex Legends, Overwatch 2, Fortnite, Rainbow Six Siege, and Call of Duty, preserving muscle memory is critical. Different games utilize completely different camera rotation coefficients (known as yaw angles). For example, a sensitivity of 1.0 in CS2 rotates the in-game camera by 0.022 degrees per mouse sensor count, whereas a sensitivity of 1.0 in Valorant rotates the camera by 0.07 degrees per count. Simply entering your CS2 sensitivity into Valorant will result in a camera that spins more than three times too fast! Our converter eliminates guesswork by computing the exact sensitivity matching your real-world mouse travel distance (cm/360° and inches/360°), effective DPI (eDPI), and required mousepad surface dimensions.

In modern 3D first-person engines, when you move your physical mouse, the optical sensor reports a stream of raw displacement counts (mickeys) based on your hardware Dots Per Inch (DPI) setting. The game engine multiplies these counts by your in-game Sensitivity value and an internal engine constant known as the Yaw Angle (degrees of camera pan per mouse count). The total degrees turned per sensor count equals: Degrees = Sensitivity × Yaw. Therefore, to complete a 360-degree rotation, your sensor must generate: Counts = 360 / (Sensitivity × Yaw). The physical travel distance across your mousepad is calculated as: Distance (Inches) = Counts / DPI = 360 / (DPI × Sensitivity × Yaw). Multiplying by 2.54 yields your exact cm/360°. When converting between a Source Game and a Target Game, our algorithm solves for Target Sensitivity such that the resulting cm/360° remains identical down to four decimal places, guaranteeing that a 10cm physical swipe produces the exact same angle of turn in both games.

02. Step-by-Step Hardware Diagnostic Procedure

[01]Select your Source Game from the dropdown menu (e.g. Counter-Strike 2, Apex Legends, or Valorant).
[02]Input your current mouse DPI (e.g. 400, 800, 1600) and your exact in-game sensitivity value.
[03]Select your Target Game from the right-hand panel.
[04]If your mouse DPI remains unchanged, leave "DPI Locked" enabled. If using different DPI values between games, unlock the toggle and enter your Target DPI.
[05]Your converted sensitivity, target eDPI, and real-world cm/360° update in real time.
[06]Click "Copy Sensitivity" to copy the exact four-decimal value directly to your clipboard, then paste it into your target game's settings or configuration file.
[07]Inspect the "Mousepad Requisite" panel to verify your desk pad has sufficient horizontal clearance for 180° flick maneuvers.

03. Hardware Engineering & Switch Calibration

Always Disable Windows Mouse Acceleration

In Windows Mouse Properties, ensure "Enhance Pointer Precision" is unchecked and pointer speed is set to 6/11 (1:1 multiplier). Mouse acceleration alters cursor speed based on hand velocity, destroying the linear consistency required for muscle memory.

Standardize on 800 or 1600 DPI

Modern optical sensors (PixArt PAW3395, Focus Pro 30K) deliver measurably lower click latency and sensor transit delay at 800 and 1600 DPI compared to 400 DPI, without introducing sensor smoothing or jitter.

Account for Field of View (FOV) Differences

While 1:1 cm/360° matches the exact physical distance needed for a full turn, games with different FOVs (e.g., 90° vs 103°) may visually appear faster or slower due to perspective compression. Match cm/360° first for muscle memory, then fine-tune ADS zoom multipliers.

Calibrate Desk Clearance Before Lowering Sensitivity

If your converted sensitivity requires 45 cm/360°, a 180-degree defensive turnaround requires 22.5 cm of unobstructed mousepad space. Ensure your keyboard position leaves adequate runway to avoid lifting your mouse mid-combat.

04. Frequently Asked Questions (FAQ)

Q:

What is eDPI and how is it calculated?

eDPI (effective Dots Per Inch) represents your true aim sensitivity within a specific game. It is calculated by multiplying your hardware Mouse DPI by your In-Game Sensitivity (DPI × Sens = eDPI). It allows players with different DPI settings in the same game to compare their true sensitivity directly.
Q:

Can I compare eDPI between CS2 and Valorant?

No. eDPI can only be compared within the same game engine. Because Valorant has a yaw angle of 0.07 and CS2 has a yaw angle of 0.022, an eDPI of 800 in CS2 is vastly slower than an eDPI of 800 in Valorant. To compare across different games, use cm/360° (centimeters per 360-degree turn).
Q:

What is a good cm/360 for tactical shooters vs battle royales?

Tactical shooters like CS2 and Valorant favor low sensitivities between 35 cm/360 and 55 cm/360 for microscopic crosshair adjustments. Tracking-heavy games like Apex Legends, Overwatch 2, and Warzone generally favor medium sensitivities between 24 cm/360 and 35 cm/360 for rapid vertical and 360° target tracking.
Q:

How do I convert CS2 sensitivity to Valorant?

Divide your CS2 sensitivity by 3.181818 (assuming identical DPI). For example, a CS2 sensitivity of 1.2 at 800 DPI converts to 0.377 in Valorant. Our tool performs this calculation instantly with full precision.
Q:

Why does my converted sensitivity feel slightly different?

While your physical turn distance (cm/360) is mathematically identical, differences in Field of View (FOV), aspect ratio, monitor distance coefficient, and weapon viewmodel can create subtle visual velocity discrepancies.
Q:

Does this converter support raw input?

Yes. All modern competitive titles utilize Raw Input (reading DirectInput/RawInput APIs directly from the mouse driver), bypassing Windows desktop scaling.
Q:

Can browser tests detect hardware switch degradation accurately?

Yes. Our tests measure raw hardware events via the W3C PointerEvent and Gamepad APIs with sub-millisecond precision. If a physical switch bounces below 80ms or an analog stick reports potentiometer deadzone drift, the browser immediately captures the timestamp delta.