Sensitivity Converter
Move your aim from one game to another without relearning it. The converter preserves cm/360, shows eDPI, and can match on-screen speed between different fields of view.
How to use
- Pick the game you play now and type its sensitivity plus your mouse DPI. The result updates as you type.
- Pick the game you are switching to and read the equivalent sensitivity. Your cm/360 stays the same, so the physical feel of your aim carries over.
- Compare setups with cm/360 and eDPI. cm/360 means the same thing in every game and at every DPI; eDPI is only comparable inside games that share a yaw.
- Open the monitor-distance match section when the two games have different fields of view and you care how fast the world sweeps by on screen. 0% matches the speed at screen center, 100% keeps the full-turn distance equal.
Method
The conversion preserves cm/360, the physical distance a full turn takes: cm/360 = 360 / (yaw x sensitivity x DPI) x 2.54. Equal distances mean yaw x sensitivity stays constant, so the target sensitivity is your sensitivity times the yaw ratio of the two games. eDPI is DPI x sensitivity.
Yaw constants come from the Source engine cvar m_yaw, 0.022 degrees per mouse count, for the Source family games. The rest use community-measured values cross-checked against published pro player setups: Valorant 0.07, Overwatch 2 and Call of Duty: Warzone 0.0066, The Finals 0.0066, and Rainbow Six Siege 0.00572958. Games whose constant could not be verified, or whose published values disagree, stay out of the converter.
Frequently asked questions
Is my sensitivity data uploaded or stored anywhere?
No. The conversion runs entirely in your browser tab. Nothing you type is sent anywhere, nothing is stored, and the page sets no cookies. Ad slots on the page are served by third-party networks, which follow their own privacy policies.
What is cm/360?
The distance in centimeters your mouse travels for a full 360-degree turn. It is the one sensitivity measure that means the same thing in every game and at every DPI, because it describes the physical motion of your hand. Two setups with the same cm/360 feel the same.
What is eDPI?
Your mouse DPI multiplied by your in-game sensitivity. Players use it to compare settings inside one game. It does not transfer across games, because each game turns mouse counts into rotation at a different rate; cm/360 is the measure that does.
How does the monitor-distance match work?
A normal conversion keeps the physical distance of a full turn the same, which is the 100% setting. At 0% the converter instead matches how fast your crosshair sweeps across the screen at the center, scaling by the ratio of tan(FOV / 2) between the two games. Percentages in between match the speed at that share of the distance from screen center to screen edge. It matters most when the two games have different fields of view.
Where do the yaw constants come from?
Each game turns mouse counts into rotation through a fixed constant called yaw. The Source engine cvar m_yaw defaults to 0.022 degrees per count, which covers CS2, Apex Legends, Team Fortress 2, and Quake Champions. The other games use community-measured values checked against published pro player setups. Games whose constant could not be verified are left out of the converter rather than guessed.
Why does my aim still feel different after converting?
A converted sensitivity guarantees the same rotation per centimeter of mouse movement. Three things can still change the feel: the field of view, because a wider view makes the same rotation look slower on screen; scoped or ADS multipliers, which this converter does not touch; and any mouse acceleration settings, which change your effective sensitivity with hand speed.