Convert mouse sensitivity between FPS games. Enter your source game settings and target game to get matching sensitivity values.
Switching between FPS games shouldn't mean relearning your aim. This sensitivity converter translates your mouse sensitivity from one game to another using yaw values — the degrees of rotation per count of mouse movement.
Every FPS game has a different internal sensitivity scale. A sensitivity of 2.0 in CS2 feels completely different from 2.0 in Overwatch. By converting through a common unit (degrees per count), you can maintain identical mouse feel across games.
Enter your source game sensitivity, DPI, and the yaw values for both games to get a perfectly matched sensitivity in the target game.
Gamers, streamers, and content creators benefit from precise mouse sensitivity data when optimizing their setup, planning purchases, or maximizing performance and value. Bookmark this tool and return whenever your hardware, games, or streaming requirements change.
From casual players to competitive esports enthusiasts, knowing your precise mouse sensitivity numbers empowers smarter hardware investments, streaming decisions, and long-term upgrade planning. Adjust the inputs above to mirror your actual setup and discover optimizations you may have overlooked.
From casual players to competitive esports enthusiasts, knowing your precise mouse sensitivity numbers empowers smarter hardware investments, streaming decisions, and long-term upgrade planning. Adjust the inputs above to mirror your actual setup and discover optimizations you may have overlooked.
Consistent mouse sensitivity across games builds and maintains muscle memory. When your aim feels identical regardless of which game you're playing, your muscle memory transfers directly, reducing warmup time and improving accuracy in every game. Instant results let you compare different configurations and scenarios quickly, helping you get the best performance and value from your gaming budget.
cm/360 = (360 / (DPI × sensitivity × yaw)) × 2.54 Target sens = Source sens × (source_yaw / target_yaw)
Result: Target sensitivity: 6.67
CS2 yaw = 0.022, Overwatch yaw = 0.0066. Conversion: 2.0 × (0.022 / 0.0066) = 6.67. Both produce the same cm/360 rotational distance, meaning identical physical mouse movement for a full turn.
Professional FPS players often compete in multiple titles. Maintaining identical physical sensitivity across games ensures that muscle memory from thousands of hours of practice applies universally.
Game engines differ in how they translate mouse input to camera rotation. The yaw value encodes this relationship. Converting sensitivity between games requires knowing both games' yaw values, which are typically documented by the community.
A mathematically perfect conversion might still feel slightly off due to FOV differences, mouse smoothing, or frame rate variations. After converting, spend 10-15 minutes in an aim trainer to verify the feel and make micro-adjustments if needed.
Yaw value is the number of degrees the camera rotates per unit of mouse input at sensitivity 1.0. Each game engine uses a different yaw value, which is why the same numeric sensitivity feels different across games.
DPI cancels out when converting between games at the same DPI. The conversion ratio depends only on the yaw values. However, DPI is needed to calculate cm/360 as a reference measurement.
cm/360 is the number of centimeters you need to move your mouse to complete a full 360-degree rotation in-game. It's the universal sensitivity metric that works across all games regardless of their internal sensitivity scales.
FOV differences between games can make the same cm/360 feel different. Higher FOV makes movement appear faster on screen. Some players adjust slightly for FOV, while purists maintain exact cm/360 regardless.
For consistent muscle memory, yes. The only exception is if a game has very different movement mechanics that benefit from adjusted sensitivity. Most competitive players maintain consistent cm/360 across all FPS titles.
This converter is specifically for mouse sensitivity. Controller sensitivity uses different scales (response curves, dead zones) that don't convert directly to mouse metrics.