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.
| Game | Yaw (° per count) | Menu precision | Typical sens, cm/360 at 800 DPI |
|---|---|---|---|
| Valorant | 0.07 | 3 decimals | 0.35 · 46.7 cm |
| Counter-Strike 2 | 0.022 | 3 decimals | 1.2 · 43.3 cm |
| Apex Legends | 0.022 | 2 decimals | 1.5 · 34.6 cm |
| Overwatch 2 | 0.0066 | 2 decimals | 5 · 34.6 cm |
| Fortnite | 0.005555 | 1 decimals | 6.4% · 32.2 cm |
| Call of Duty | 0.0066 | 2 decimals | 6 · 28.9 cm |
| Marvel Rivals | 0.0175 | 2 decimals | 2 · 32.7 cm |
| Rainbow Six Siege | 0.00572957795 | Whole numbers | 10 · 19.9 cm |
| Deadlock | 0.044 | 2 decimals | 0.75 · 34.6 cm |
| Destiny 2 | 0.0066 | Whole numbers | 7 · 24.7 cm |
| Team Fortress 2 | 0.022 | 2 decimals | 2 · 26 cm |
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
- Hipfire only. ADS and scoped speed use each game's own multipliers. Convert hipfire, then leave ADS at its default and adjust from there.
- Field of view. Two games with the same cm/360 but different FOV move targets across your screen at different speeds, so the same turn can look faster or slower.
- Third-person cameras. Marvel Rivals and Deadlock sit the camera behind your character, which changes how aim feels even at an identical distance.
- Acceleration and smoothing. The math assumes a 1:1 mouse. Turn off mouse acceleration in Windows and in-game, and use raw input where the game offers it.
- Rounding. Games that only take whole numbers, like Siege and Destiny 2, can drift a few percent. The converter shows the drift and you can close it by adjusting DPI.
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.