CS2 / Source
Sensitivity Converter
Hop between shooters without converting your sensitivity and you are retraining your aim in every one of them — two minutes of converting saves that.
Sensitivity Converter
Converted Sensitivity
cm / 360°
Physical distance for a full turn
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How the numbers are worked out
Every game puts its own multiplier between raw mouse input and how far you turn in-game. The converter matches true 360 distance, meaning how far the mouse physically travels for one full turn, because that is what keeps muscle memory the same from game to game.
The formula
- converted = (sensitivity × source yaw) ÷ target yaw
- cm/360 = 360 ÷ (converted × target yaw × DPI) × 2.54
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Common mistakes
Matching 360 distance is right for muscle memory, but it does not carry over scoped sensitivity, which many games handle separately. If you use scopes, check the zoom multiplier once you have converted instead of assuming it came along.
A worked example
CS2 at sensitivity 2 with an 800 DPI mouse turns a full 360 degrees in 26.0 cm of mouse movement. Moving that feel to Valorant means a sensitivity of 0.629, because Valorant's yaw is 0.07 against CS2's 0.022: 2 × 0.022 ÷ 0.07. The distance on the mouse pad stays the same, which is the whole point of matching cm/360 rather than the number in the menu.
What it does not match
Matching cm/360 makes full turns identical, not every aim movement. Games with a different field of view will still feel different for small flicks, and anything in between, such as mouse acceleration, raw input being off or a different in-game zoom sensitivity, changes the result. Turn acceleration off in both games before comparing.
Why DPI is part of it
Sensitivity only means something together with DPI: doubling DPI and halving sensitivity gives exactly the same cm/360. That is why the calculator asks for both, and why a sensitivity copied from a professional player feels nothing like theirs unless your DPI matches theirs too.