game-lab · 10 min

VALORANT Input Baseline: DPI, cm/360 and Binds

Build a repeatable VALORANT mouse and keyboard baseline without copying a professional player’s numbers or mixing hip-fire and scope models.

Published August 14, 2026 · Method reviewed

The practical question: valorant sensitivity and input settings. This field note answers it through a defined workflow rather than a copied setting list.

Record the complete sensitivity state

An in-game sensitivity without DPI is incomplete. Record the mouse DPI, VALORANT sensitivity, operating-system pointer settings, mouse software profile and date. eDPI is DPI multiplied by the game value; it is useful for comparing VALORANT profiles but is not a universal cross-game unit.

AimCurve preserves modeled hip-fire cm/360. It does not claim that zoom, field of view, frame pacing or visual motion will feel identical after a transfer. Keep mathematical equality and personal validation as separate results.

Protocol checklist

  • Measure observed DPI three times
  • Enter the exact in-game decimal
  • Verify one physical full-turn distance

Audit binds by context before testing reach

The same key can be safe in menu and combat contexts but conflicting when two combat actions compete. BindGraph groups duplicates by context before flagging them.

After resolving logical collisions, test movement plus abilities on the physical keyboard. A plan that looks compact may still lose a key because of the keyboard matrix or force an uncomfortable movement-hand stretch.

Protocol checklist

  • Enter action, physical code and context
  • Resolve same-context collisions
  • Test the final movement cluster

Change one variable and keep the previous value

If aim feels inconsistent, do not simultaneously change DPI, sensitivity, polling rate and crosshair. Preserve the original profile, change one value and repeat the same practice task.

A useful settings record includes why the value changed and what improved or worsened. That makes returning to the earlier baseline possible after an update or equipment change.

Measurement boundary: The workflow does not produce a universal “best sensitivity.” Scope behavior, display, physical space and trained motor patterns remain player-specific.

Use the result, then repeat it

Keep the device, platform, connection, browser or game build and the previous setting beside the result. If the observation changes, restore the baseline and change one variable. That procedure is more valuable than a precise-looking number without context.