How ConvertSens converts sensitivity

ConvertSens is a free, independent sensitivity converter. It is not affiliated with any game publisher, has no premium tier and never asks you to log in. This page explains the math, where the numbers come from and what the converter does not do.

The formula

Matching the 360° distance

Your mouse reports movement in counts; DPI is how many counts it sends per inch. Every game turns the camera a fixed number of degrees per count at sensitivity 1. That constant is the game's yaw. Sensitivity × DPI × yaw is the number of degrees you turn per inch of mouse movement, so the distance for a full turn is:

cm/360 = 360 ÷ (sens × DPI × yaw) × 2.54new sens = old sens × (old yaw ÷ new yaw) × (old DPI ÷ new DPI)

Worked example: Valorant 0.35 at 800 DPI turns 19.6° per inch, a 46.65 cm 360°. To turn the same distance in CS2, multiply by 0.07 ÷ 0.022 = 3.1818, giving 1.114. The converter then rounds to the precision the game's menu accepts and warns you if rounding shifts your speed by more than 1%.

Sources

Where the yaw values come from

Some games expose their yaw directly. Source and Source 2 games read it from the m_yawconsole variable, which defaults to 0.022 in CS2 and Team Fortress 2. For the rest, the value is the one that public converter tables and community 360° measurements agree on: set a known sensitivity, move the mouse a known number of counts and measure how far the camera turns. A game is only added once its value is consistent across those sources.

GameYaw (° per count)Menu precision
Valorant0.073 decimals
Counter-Strike 20.0223 decimals
Apex Legends0.0222 decimals
Overwatch 20.00662 decimals
Fortnite0.0055551 decimals
Call of Duty0.00662 decimals
Marvel Rivals0.01752 decimals
Rainbow Six Siege0.00572957795Whole numbers
Deadlock0.0442 decimals
Destiny 20.0066Whole numbers
Team Fortress 20.0222 decimals

Rainbow Six Siege's value assumes the default MouseSensitivityMultiplierUnit of 0.02 in GameSettings.ini. If you changed it, your yaw scales with it.

Not included

Games we leave out, and why

FOV-dependent hipfire

In PUBG and Battlefield, hipfire turn speed changes with your field of view setting, so a single multiplier is wrong for most players. A correct conversion needs your exact FOV, which this converter does not ask for yet.

Unverified yaw

For THE FINALS, Rust and Halo, published values still disagree. Rather than guess, they stay out until the numbers line up.

Limits

What a matched 360° does not fix

Common ranges

About the “common range” figures

Each game page lists the sensitivity range most competitive players use at 800 DPI. These are approximate, based on publicly listed settings of pro and high-level players, and they shift as games and metas change. Treat them as context, not a target: the best sensitivity is the one you already hit shots with.