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
| Game | Yaw | Engine | cm/360 at sens 1 (800 DPI) |
|---|---|---|---|
| Counter-Strike 2 | 0.022 | Source 2 | 52 cm |
| Valorant | 0.07 | Unreal Engine 4 | 16.3 cm |
| Apex Legends | 0.022 | Source (modified) | 52 cm |
| Overwatch 2 | 0.0066 | Blizzard engine | 173.2 cm |
| Call of Duty / Warzone | 0.0066 | IW engine | 173.2 cm |
| Fortnite | 0.005555 | Unreal Engine 5 | 205.8 cm |
| Rainbow Six Siege | 0.00572957795 | AnvilNext 2.0 | 199.5 cm |
| Quake Champions | 0.022 | id Tech | 52 cm |
| Team Fortress 2 | 0.022 | Source | 52 cm |
| Titanfall 2 | 0.022 | Source (modified) | 52 cm |
| Aimlabs | 0.05 | Aim trainer | 22.9 cm |
| Deadlock | 0.022 | Source 2 | 52 cm |
| Destiny 2 | 0.0066 | Tiger Engine | 173.2 cm |
| KovaaK's | 0.022 | Aim trainer | 52 cm |
| Counter-Strike 1.6 | 0.022 | GoldSrc | 52 cm |
| Counter-Strike: Source | 0.022 | Source | 52 cm |
| Left 4 Dead 2 | 0.022 | Source | 52 cm |
| Garry's Mod | 0.022 | Source | 52 cm |
| Quake Live | 0.022 | id Tech 3 | 52 cm |
| Marvel Rivals | 0.0175 | Unreal Engine 5 (community-measured) | 65.3 cm |
| THE FINALS | 0.001 | Unreal Engine 5 (community-measured) | 1143 cm |
| Call of Duty BO6 | 0.0066 | IW engine (Treyarch build) | 173.2 cm |
| Call of Duty MW3 | 0.0066 | IW engine | 173.2 cm |
| Call of Duty MW2 (2022) | 0.0066 | IW engine | 173.2 cm |
| Call of Duty BO7 | 0.0066 | IW engine (Treyarch build) (community-measured) | 173.2 cm |
| Half-Life 2 | 0.022 | Source | 52 cm |
| Portal 2 | 0.022 | Source | 52 cm |
| Left 4 Dead | 0.022 | Source | 52 cm |
| Black Mesa | 0.022 | Source | 52 cm |
| CS Condition Zero | 0.022 | GoldSrc | 52 cm |
| Day of Defeat: Source | 0.022 | Source | 52 cm |
| Quake III Arena | 0.022 | id Tech 3 | 52 cm |
| Titanfall | 0.022 | Source (modified) | 52 cm |
| ARC Raiders | 0.00136101 | Unreal Engine 5 (community-measured) | 839.8 cm |
| Rust | 0.1125 | Unity (community-measured) | 10.2 cm |
| Battlefield 6 | 0.00405121 | Frostbite (community-measured) | 282.1 cm |
| Escape from Tarkov | 0.125 | Unity (community-measured) | 9.1 cm |
| Roblox RIVALS | 0.005 | Roblox (community-measured) | 228.6 cm |
| Roblox | 0.39783 | Roblox (community-measured) | 2.9 cm |
| Halo Infinite | 0.02222 | Slipspace (community-measured) | 51.4 cm |
| Call of Duty MW4 | 0.0066 | IW engine (community-measured) | 173.2 cm |
| Half-Life | 0.022 | GoldSrc | 52 cm |
| Farlight 84 | 0.022 | Unreal 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.