SensitivityMatch

How it works

The formulas, the yaw of each game and what the numbers do not cover.

The formulas

Yaw. The angle, in degrees, that the view turns for one mouse count at in-game sensitivity 1. Each game has its own.

Conversion. new sensitivity = old sensitivity × old yaw ÷ new yaw. This keeps your 360 degree distance the same.

cm per 360°. 914.4 ÷ (DPI × sensitivity × yaw). The number 914.4 is 360 degrees times 2.54 centimetres per inch. Divide by 2.54 for inches.

eDPI. DPI × sensitivity.

Yaw values used

GameYawEnginecm/360 at sens 1 (800 DPI)
Counter-Strike 20.022Source 252 cm
Valorant0.07Unreal Engine 416.3 cm
Apex Legends0.022Source (modified)52 cm
Overwatch 20.0066Blizzard engine173.2 cm
Call of Duty / Warzone0.0066IW engine173.2 cm
Fortnite0.005555Unreal Engine 5205.8 cm
Rainbow Six Siege0.00572957795AnvilNext 2.0199.5 cm
Quake Champions0.022id Tech52 cm
Team Fortress 20.022Source52 cm
Titanfall 20.022Source (modified)52 cm
Aimlabs0.05Aim trainer22.9 cm
Deadlock0.022Source 252 cm
Destiny 20.0066Tiger Engine173.2 cm
KovaaK's0.022Aim trainer52 cm
Counter-Strike 1.60.022GoldSrc52 cm
Counter-Strike: Source0.022Source52 cm
Left 4 Dead 20.022Source52 cm
Garry's Mod0.022Source52 cm
Quake Live0.022id Tech 352 cm
Marvel Rivals0.0175Unreal Engine 5 (community-measured)65.3 cm
THE FINALS0.001Unreal Engine 5 (community-measured)1143 cm
Call of Duty BO60.0066IW engine (Treyarch build)173.2 cm
Call of Duty MW30.0066IW engine173.2 cm
Call of Duty MW2 (2022)0.0066IW engine173.2 cm
Call of Duty BO70.0066IW engine (Treyarch build) (community-measured)173.2 cm
Half-Life 20.022Source52 cm
Portal 20.022Source52 cm
Left 4 Dead0.022Source52 cm
Black Mesa0.022Source52 cm
CS Condition Zero0.022GoldSrc52 cm
Day of Defeat: Source0.022Source52 cm
Quake III Arena0.022id Tech 352 cm
Titanfall0.022Source (modified)52 cm
ARC Raiders0.00136101Unreal Engine 5 (community-measured)839.8 cm
Rust0.1125Unity (community-measured)10.2 cm
Battlefield 60.00405121Frostbite (community-measured)282.1 cm
Escape from Tarkov0.125Unity (community-measured)9.1 cm
Roblox RIVALS0.005Roblox (community-measured)228.6 cm
Roblox0.39783Roblox (community-measured)2.9 cm
Halo Infinite0.02222Slipspace (community-measured)51.4 cm
Call of Duty MW40.0066IW engine (community-measured)173.2 cm
Half-Life0.022GoldSrc52 cm
Farlight 840.022Unreal Engine 4 (community-measured)52 cm

Values reviewed October 2026. The Valorant value is 0.07. One converter site rounds it to 0.06996, a difference of 0.06 percent.

What this does not cover

The conversion assumes raw mouse input and no mouse acceleration in both games. Scoped and aim-down-sights sensitivities are separate settings that this tool does not convert. Games whose yaw depends on field of view, or that use a curve, need a different method.

Games also round what you type. Enter the closest value the game accepts; the last digit is smaller than you can feel.

Games not added yet

Games people ask for where we could not confirm one value. They are added when the numbers are checked.

  • Delta Force: One source lists 0.07; a second has not been found.
  • Minecraft (Java): Uses a curve, not a constant yaw, so a single multiplier does not exist.
  • Paladins, PUBG: Yaw depends on the field of view, which needs a different method.

Sources

We compared the yaw tables published by several sensitivity converters, including KovaaK's, SensConverter and VCRDB, and the Source engine default. Where they disagree we leave the game out until it is settled. If you find a wrong value, tell us and we will check it.

Questions

Where do the yaw values come from?

Source engine games (Counter-Strike, Team Fortress 2, Apex Legends) use the engine's default of 0.022. The other values come from published tables on several sensitivity converter sites and community measurements, and we only list a value when the tables we compared agree.

Why is a game I play missing?

We leave a game out when the published values disagree or when it needs a different method, for example games where the yaw depends on field of view. The list further down this page shows the ones we skipped and why.

Do you convert scoped or aim-down-sights sensitivity?

Not yet. Those settings are separate in most games and many scale the base value in their own way.