Why the Same Sensitivity Feels Different in Every Game
Each engine turns a different number of degrees per mouse count. One constant explains all of it.
Quick Summary · TL;DR
A game’s yaw value is how many degrees it turns per mouse count at sensitivity 1. CS2 uses 0.022; Valorant uses roughly 0.006914, which is 0.022 divided by 3.18. Matching sensitivity numbers between games matches nothing. Matching cm/360 matches your muscle memory exactly.
The problem, stated precisely
Your mouse reports counts. DPI decides how many counts one inch of movement produces. The game decides how far the view turns per count — that is the yaw value, and it differs per engine for no reason other than historical choice. Two games at “sensitivity 1.0” with the same DPI will turn your character by different amounts.
| Game | Yaw (degrees per count at sens 1) | Relative to CS2 |
|---|---|---|
| CS2 / Counter-Strike lineage | 0.022 | 1.00× |
| Valorant | 0.006914 | 0.314× |
| Apex Legends (Source lineage) | 0.022 | 1.00× |
The Valorant figure is 0.022 ÷ 3.18182, the ratio used by our converter.
The measure that does transfer
Centimetres per 360-degree turn. It is a physical distance on your mousepad, so it is engine-independent and is what your hand has actually learned.
cm/360 = (360 ÷ yaw) ÷ DPI × 2.54
Worked through for CS2 at 800 DPI and sensitivity 1.0: a full turn needs 360 ÷ 0.022 = 16,364 counts. At 800 counts per inch that is 20.45 inches, or 51.9cm. Anything that reproduces 51.9cm in another game will feel identical.
| DPI | CS2 sens 1.0 | CS2 sens 2.0 | CS2 sens 3.0 |
|---|---|---|---|
| 400 | 103.9cm | 51.9cm | 34.6cm |
| 800 | 51.9cm | 26.0cm | 17.3cm |
| 1600 | 26.0cm | 13.0cm | 8.7cm |
| 3200 | 13.0cm | 6.5cm | 4.3cm |
Note that 400 DPI at sens 2.0 and 800 DPI at sens 1.0 produce identical cm/360. eDPI (DPI × sensitivity) is the shorthand for that — but it only compares within one game.
Moving your settings to a new game
- Work out your current cm/360 in the game your aim is trained on.
- Look up the new game’s yaw value, or use a converter that knows it.
- Solve for the sensitivity that reproduces the same cm/360. Do not round to a “nice” number — three decimal places is normal and correct.
- Leave DPI alone. Changing DPI and sensitivity at the same time makes the result impossible to reason about.
Three things that quietly break the match
- Mouse acceleration and Windows “Enhance pointer precision”. Both make the relationship between distance and rotation depend on speed, so no fixed cm/360 exists. Turn them off.
- Field of view. Yaw governs the rotation, but a wider FOV changes how many pixels a given rotation moves a target across, so tracking feel changes even when cm/360 is identical.
- Non-native DPI steps. Some sensors interpolate values that are not multiples of their native step. Prefer a value your sensor supports directly, commonly 400, 800 or 1600.
A note on the zoom sensitivity multiplier: scoped or ADS sensitivity is a separate multiplier in most games and is not covered by a yaw conversion. If your hipfire feels right after converting but your scoped aim does not, that multiplier is where to look.
Convert a specific pair
The sensitivity converter handles the arithmetic and shows the resulting eDPI and cm/360 side by side.
Sources & verification
Yaw values are the long-established community-documented engine constants used by every major converter. Verify in-game after converting; some titles expose an additional global multiplier. Last reviewed September 12, 2026.