Skip to main content

Reference chart

Mouse Sensitivity Conversion Chart

By &Pixels, the studio that builds MyCalculator.to. Factors are relative to CS2 at the same DPI, and assume default field of view.

Ten games, one factor each, and the number that actually carries between them: how far your hand travels to turn all the way around.

What is eDPI?

eDPI is your mouse DPI multiplied by your in-game sensitivity, and it exists because neither number means anything on its own. 800 DPI at 0.5 sensitivity gives 400 eDPI, and so does 1600 DPI at 0.25. Both crosshairs move at exactly the same speed.

What eDPI does not do is compare across games. Every engine defines its own sensitivity units, so a Valorant number and a CS2 number are not measuring the same thing. The table below converts between them, and the second table gives the figure that is portable everywhere.

Conversion factors, relative to CS2

GameMultiply byNote
CS2 / CS:GO1.00the reference
Valorant0.314about a third of your CS number
Apex Legends1.00shares the Source lineage
Overwatch 23.18roughly triple
Rainbow Six Siege2.39plus a separate FOV factor
Fortnite0.5657stored as a percentage in settings
Call of Duty3.18same scale as Overwatch
Rust1.00Unity default, matches Source
Destiny 23.18slider is 1 to 20, not free text
The Finals1.00Source-style units

A CS2 player on 2.0 sensitivity wants about 0.63 in Valorant, 6.36 in Overwatch, and 2.0 in Apex. Same hand movement, three very different numbers on screen, which is the whole reason this table exists.

The calculators behind this

Centimetres per 360

This is the figure worth knowing, because it is a physical distance rather than an engine unit. It means the same thing in every game and on every mouse.

Stylecm per 360Who plays there
Very lowover 45 cmarm aim, large pads, tactical shooters
Low35 to 45 cmthe most common competitive range
Medium25 to 35 cmmixed arm and wrist
High15 to 25 cmwrist aim, fast movement games
Very highunder 15 cmrare outside movement shooters

How to move your sensitivity

  1. Find your eDPI. Mouse DPI multiplied by in-game sensitivity. 800 DPI at 0.5 sensitivity is 400 eDPI.
  2. Convert with the factor, not the number. Multiply your source sensitivity by the target game’s factor from the table. Keep DPI the same.
  3. Check it in centimetres per 360. This is the number that is actually portable between games, because it is a physical distance.
  4. Match FOV before you judge it. A different field of view changes how fast the same sensitivity feels, especially when aiming down sights.
  5. Give it a week before changing again. Aim is muscle memory. Most of the discomfort after a conversion is unfamiliarity, not a wrong number.

For your own numbers rather than the table, the mouse sensitivity converter takes a game, a DPI and a sensitivity and gives you the equivalent anywhere else, with the cm/360 alongside. Field of view matters too, and the FOV calculator converts between the several ways games measure it, which is the other half of making a game feel the same.

Formula & Methodology

💡

Did you know? Apex Legends, Rust and The Finals all convert 1:1 with CS2 because they inherited the same sensitivity scale from the Source engine lineage. Games built on that scale need no conversion at all, which is why the factor column has several exact ones.

Sources

  • Valve Developer Community, sensitivity and m_yaw documentation for Source engine titles
  • Published in-game sensitivity scales and field of view settings for each title listed
  • Community-maintained conversion references, cross-checked against in-game measurement

Common questions

Frequently Asked Questions

Effective DPI: your mouse DPI multiplied by your in-game sensitivity. At 800 DPI and 0.5 sensitivity your eDPI is 400. It exists because neither number means anything alone. Someone at 400 DPI and 2.0 sensitivity has the same eDPI as someone at 1600 DPI and 0.5, and their crosshairs move at the same speed even though none of their settings match.

Because the two games measure sensitivity in different units, not because one is faster. Valorant sits at about 0.314 of the CS2 number for the same physical movement, so a CS2 player on 2.0 wants roughly 0.628 in Valorant. Nothing about the mouse changes; only the scale the game prints does.

It is how many centimetres of mousepad you move to turn a full circle, and it is the only figure that means the same thing in every game. Sensitivity numbers are engine-specific and eDPI only compares within one game. If you know your cm/360, you can reproduce your aim anywhere, including on a different mouse.

Lower sensitivity makes small corrections easier and large turns slower, which is why tactical shooters skew low and movement shooters skew high. Most competitive players sit between 35 and 45 cm per 360. There is no correct value, and switching to a pro’s number without their pad space or grip usually makes aim worse before it makes it better.

For how fast the crosshair moves, only the product of the two matters, so it is a wash. For precision, very low DPI can expose the sensor’s step size on tiny movements, and very high DPI adds nothing useful. Between roughly 800 and 1600 DPI the difference is not something most people can feel; adjust in-game sensitivity and leave DPI alone.

More for gaming

1 / 3