Skip to content
Calculator Collection

Mouse Sensitivity Converter

Converts gaming mouse sensitivity between two games or DPI settings while preserving the same physical hand movement per in-game rotation. Essential for esports players, aim trainers, and anyone switching games or mice.

Last updated: May 2026

Fill in the required fields to see your result.

Compare with similar

About this calculator

Mouse sensitivity conversion between games depends on the relationship between in-game sensitivity multipliers, mouse DPI (dots per inch — how many counts the sensor reports per inch of physical movement), and each game's internal yaw/cm constant. The general principle: physical cm of mouse movement per 360° of in-game rotation must match across both games for muscle memory to transfer. The simplified formula used here is: converted_sens = originalSens × originalDpi / conversionFactor, where conversionFactor is the ratio between the two games' internal yaw constants. Variables: originalSens (in-game sensitivity in source game), originalDpi (mouse counts per inch), conversionFactor (game-specific yaw ratio, e.g., CS:GO/Valorant ≈ 3.18). A more rigorous method uses the cm/360° metric: effective_sens = 360 / (yaw_constant × in_game_sens × DPI/2.54). Common cm/360 values for esports players: CS2 ~30–40 cm/360, Valorant ~30–45 cm/360, Apex Legends ~25–40 cm/360. Edge cases: this formula assumes both games have linear (non-accelerated) mouse input and the same field-of-view (FoV). Different FoVs change the angular distance covered for the same on-screen pixels — many converters add an FoV-scaling option. Operating-system mouse acceleration (Windows 'Enhance pointer precision') breaks the assumption of constant cm/360°; disable it for consistent muscle memory. Some games (notably Quake-engine titles) use different yaw constants for hipfire vs aiming-down-sights. Polling rate (typically 125–8,000 Hz) does not affect sensitivity but does affect input latency.

How to use

Example 1: You play CS:GO at 2.0 in-game sensitivity, 800 DPI, and want the equivalent setting in Valorant (conversion factor 3.18). Step 1: converted = 2.0 × 800 / 3.18 = 1600 / 3.18 ≈ 503.1. But Valorant uses smaller numbers in sensitivity field — this calculator's output 503.1 doesn't directly equal Valorant's UI value; in practice converters output 'equivalent sensitivity' in target game units. The standard conversion is Val_sens = CSGO_sens × 3.18 / DPI_ratio ≈ 0.629 if DPIs match. Verify with cm/360 metric: CS:GO 2.0 at 800 DPI ≈ 24.5 cm/360; Valorant 0.629 at 800 DPI ≈ 24.5 cm/360 — matches. Example 2: Switching from 400 DPI to 1600 DPI on the same game while keeping the same physical movement. Step 1: new_sens = old_sens × (old_DPI / new_DPI) = old_sens × (400/1600) = old_sens × 0.25. Verify: 4× more DPI means 1/4 in-game sensitivity to preserve cm/360 — physical movement to swing 360° remains identical.

Frequently asked questions

How do I keep the same mouse feel when switching between games?

The key metric to keep constant is centimeters of mouse movement per 360° of in-game rotation (cm/360°). This depends on three things: in-game sensitivity, mouse DPI, and the game's internal yaw/angle constant. To convert, compute your cm/360° in the source game and then solve for the in-game sensitivity in the target game that produces the same cm/360°. Most online converters (mouse-sensitivity.com, aiming.pro) automate this lookup using known game yaw constants. Once you find the equivalent setting, your muscle memory and aim training transfer cleanly. Always disable Windows mouse acceleration ('Enhance pointer precision') for consistent results — it breaks the linear cm/360° relationship.

What is mouse DPI and how does it affect sensitivity?

DPI (dots per inch, sometimes called CPI — counts per inch) is the number of position reports the mouse sensor sends per inch of physical movement. Higher DPI means the cursor or in-game camera moves more for the same physical mouse motion. To preserve the same on-screen behavior when changing DPI, in-game sensitivity must change inversely: doubling DPI requires halving sensitivity. Most competitive players use DPI between 400 and 1,600; very high DPI (above 3,200) can introduce pixel-skipping in older sensors and is rarely necessary on monitors below 4K. Some optical sensors (PMW3360, HERO 25K) are functionally lossless across their DPI range; older sensors may interpolate above their native DPI.

Why do different games need different conversion factors?

Each game engine uses an internal yaw constant that maps mouse counts to in-game angular rotation. CS:GO/CS2 uses ~0.022 °/count at the default config, Valorant uses ~0.07, Apex Legends uses ~0.022, Overwatch uses ~0.0066. To convert sensitivity between two games, you must scale by the ratio of their yaw constants; this is the conversionFactor in the formula. Some games define their sensitivity slider differently (multiplicative vs additive), so a direct ratio doesn't always work — many converters use lookup tables maintained by community projects (mouse-sensitivity.com). Engine updates can also change yaw constants — verify after each patch by spinning a known 360°.

What are common mistakes when converting mouse sensitivity between games?

Leaving Windows 'Enhance pointer precision' (mouse acceleration) enabled in either game breaks linear conversion — your effective sensitivity changes with movement speed. Forgetting that some games use polynomial or accelerated mouse curves internally (Quake/Source engine 'm_customaccel' and OS-level enhancements). Using the wrong DPI value — the DPI you set in mouse software, not the OS pointer speed, is what matters. Ignoring FoV differences — a wider FoV makes the same angular rotation cover more pixels, requiring different sensitivity for the same on-screen 'feel' even if cm/360 is identical. Confusing 'in-game sensitivity' UI values across games that use different number scales (CS:GO 0.5–4 vs Overwatch 1–100). Forgetting to disable mouse smoothing or raw input options in the new game. Finally, copying a pro player's sensitivity without matching their DPI gives a very different cm/360 — always convert both together.

When should I NOT use a simple sensitivity converter?

Games with non-linear mouse acceleration (Quake-series engines with m_customaccel, some retro shooters) need acceleration-aware converters or manual tuning. Games where aiming-down-sights uses a different yaw constant (Call of Duty, Battlefield) require separate hipfire and ADS conversions. FoV changes between games or within a game (zoom/scope-in) shift the angular-to-pixel relationship — most converters now include an FoV-scaling option (the '4:3 stretched' Valorant aspect ratio is a common edge case). Console controllers don't use DPI; aim assist and stick acceleration follow entirely different math. VR games use motion tracking with no DPI concept. For mouse-sensitivity 'matching' across radically different game genres (FPS vs RTS vs MOBA), preserving cm/360 may not transfer well because the gameplay style differs. Finally, when changing mouse model (different sensor, different shape, different weight), no formula can perfectly preserve feel — expect a 1–2 week re-learning period.

Sources & references