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Mouse Sensitivity Conversion Between Games: cm/360, eDPI and Why Your Aim Resets

Why a 0.4 in Valorant isn't a 0.4 in CS2, what cm/360 and eDPI really measure, and the simple yaw-constant math that keeps your muscle memory intact when you switch games.

GamingFPSMouse

You spent months building muscle memory in Valorant, you boot up CS2, type in the same sensitivity you’ve always used — and every flick overshoots wildly. The number didn’t change, but the feel did, because the same sensitivity value means completely different things in different games. The fix isn’t guessing; it’s matching the one thing that actually governs your aim: how far your hand has to move to spin the camera a full circle. This guide explains what cm/360 and eDPI really measure, why raw in-game numbers don’t transfer, and the small piece of math that lets you carry your aim from one title to the next.

The number in your settings is not your sensitivity

When you set “0.4” in Valorant or “2.5” in Counter-Strike, that value is just a multiplier the game feeds into its own conversion of mouse movement to camera rotation. Each engine uses a different yaw constant — the number of degrees the camera turns per single mouse count when sensitivity is set to 1.0. Valorant’s yaw is about 0.07 degrees per count; CS2, CS:GO, Apex Legends and most Source-engine games use 0.022; Overwatch 2, Warzone and PUBG sit near 0.0066. Because the constants differ by more than 3×, identical sensitivity numbers produce wildly different turn speeds. A “0.4” in Valorant is roughly a “1.27” in CS2 — not because anyone’s hiding it, but because the underlying yaw is different.

That’s why the only honest way to compare aim across games is to ignore the in-game number entirely and measure the physical result.

cm/360: the one metric that actually transfers

cm/360 is the distance — in centimetres of mouse movement on your pad — needed to rotate your character exactly 360 degrees. It’s the truest description of your aim because it folds together everything that matters: your DPI, your in-game sensitivity, and the game’s yaw constant. The formula the Mouse Sensitivity Converter uses is:

cm/360 = 360 ÷ (DPI × sensitivity × yaw) × 2.54

The 2.54 converts inches to centimetres. Two players with the same cm/360 move their hands the same distance for the same turn, regardless of what numbers are typed into each game’s menu. When you switch titles, keeping cm/360 constant is what preserves your muscle memory. A low cm/360 (say, 20 cm) is a “high sens” setup favoured by some duelists; a high cm/360 (45–55 cm) is the “low sens” wide-pad style common among tactical-shooter pros.

eDPI: a quick proxy, with a catch

eDPI (“effective DPI”) is simply DPI × in-game sensitivity. It’s the number pros quote because it lets you compare two players’ settings within the same game without caring whether one runs 400 DPI at 2.0 and the other 800 DPI at 1.0 — both are 800 eDPI and feel identical in that title.

The catch: eDPI is only comparable inside a single game. Because it doesn’t include the yaw constant, an 800 eDPI in Valorant is a totally different turn speed than 800 eDPI in CS2. Use eDPI to compare within a game and to remember your own setting; use cm/360 to compare across games. The converter reports both so you don’t mix them up.

The conversion math, in one line

To carry your feel from a source game to a target game, you want the cm/360 to stay the same on both sides. Since DPI is held constant, that reduces to a clean ratio of the two yaw constants:

target sensitivity = (source sensitivity × source yaw) ÷ target yaw

That’s the entire trick. Going from Valorant (yaw 0.07) to CS2 (yaw 0.022) at a source sens of 0.4:

target sens = (0.4 × 0.07) ÷ 0.022 ≈ 1.27

Your DPI never enters the equation, which is exactly why you must keep DPI identical on both sides — change it in your mouse driver, not per game, or the match breaks. The converter enforces a single DPI field for precisely this reason and then lists every supported game’s equivalent sensitivity at once, with the cm/360 and in/360 for each, so you can see your whole aim profile in one table.

Things that quietly break the conversion

A clean cm/360 match gets you 95% of the way, but a few engine quirks are worth knowing:

  • Fortnite doesn’t expose a plain multiplier — its sensitivity runs through an extra internal scalar (roughly 0.005), so the effective yaw is tiny and the menu numbers look nothing like a shooter’s. The converter bakes that scalar in; don’t try to eyeball it.
  • Rainbow Six Siege uses its own near-logarithmic curve and an FOV-linked aspect that makes perfect 1:1 matching impossible across the board — treat its converted value as a very close starting point, then fine-tune.
  • FOV and aspect ratio. Many games scale hipfire turn speed with field of view. If your source and target FOV differ a lot, the 360 will match but mid-turn tracking can feel slightly off until you adjust.
  • Mouse acceleration and smoothing. Any acceleration in Windows or the game itself means the same hand motion produces different turns at different speeds — turn it off everywhere, or no static conversion will ever hold.
  • Polling rate and DPI rounding. Some mice only offer DPI in coarse steps. If you can’t set the exact DPI on both ends, nudge the in-game sensitivity to land on the same cm/360 instead.

A sane starting point if you’re new

If you’ve never measured your cm/360, a good general-purpose range for tactical shooters is 30–45 cm/360 — low enough for steady long-range aim, high enough to whip around for close fights. At 800 DPI that’s roughly a Valorant sens of 0.3–0.45 or a CS2 sens of 1.0–1.5. Pick a value, play for a week without touching it, and only then convert that exact setting into every other game you play so your aim stays identical everywhere.

Frequently asked questions

What’s a 0.4 Valorant sens in CS2? At matched DPI, about 1.27 in CS2 — because CS2’s yaw constant (0.022) is roughly a third of Valorant’s (0.07), so the number has to climb to keep the same cm/360.

Should I change DPI or in-game sensitivity? Keep DPI the same across all games and let the in-game sensitivity carry the difference. The conversion math assumes a fixed DPI; changing it per game invalidates the match.

Is eDPI the same as cm/360? No. eDPI (DPI × sens) only compares settings within one game. cm/360 includes the game’s yaw constant, so it’s the metric that actually transfers between titles.

Plug your current game, DPI and sensitivity into the Mouse Sensitivity Converter and it’ll give you the matched setting for every other game plus your cm/360 and eDPI — so your aim feels the same the moment you switch.

Try the tools from this guide