Steam
Hero battle royale · Updated 7 September 2026

Apex ADS sensitivity calculator: all seven optics side by side

You do not have one sensitivity. You have seven

Apex gives every optic its own aim multiplier, and almost nobody has ever seen theirs side by side. They get tuned one at a time, by feel, months apart — and end up asking the hand for twenty centimetres through a 1x and forty through a 3x. Put your real numbers in and look at the shape of it.

The short answer

  • All seven per-optic ADS multipliers start at 1.0, which already gives every scope the same mousepad distance per full turn.
  • For the same on-screen speed at every zoom instead, divide by the magnification: 2x 0.5, 3x 0.333, 4x 0.25, 6x 0.167, 8x 0.125, 10x 0.1.
  • Neither rule is endorsed by the game. Most players drift toward the second by feel; the table below shows what your own mix costs.
Work out your own optics in cm/360 →
01 / Per-optic table

Centimetres of mousepad for a full turn, through each scope

Type your base sensitivity and DPI, then the seven multipliers off your settings screen. The bars are the distance your hand has to travel for a 360 through that optic. The green bar is your 1x — everything else is judged against it.

1x — iron sights, holo, HCOGThe one you fight at. Everything else should be judged against it.
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2x — HCOG ClassicClose enough to 1x that a mismatch here is felt immediately.
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3x — HCOG RangerThe mid-range workhorse and the most common place to find a stray multiplier.
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4x — 2x–4x variableVariable optics carry one multiplier for the whole scope, set at the high end.
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6x — sniperSmall hand movements, large view movements. Mismatches show up as overshoot.
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8x — 4x–8x variableRarely used in a close fight, which is exactly why it gets forgotten.
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10x — 6x–10x variableThe extreme end. Worth setting once and never touching.
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What this page claims, and what it does not It claims one thing: your effective sensitivity through an optic is your base sensitivity times that optic’s multiplier, so a full turn costs your base distance divided by that number. It does not claim to know how Apex scales the view at each zoom internally, and the two preset rules above are named conventions rather than correct answers — one keeps hand distance constant, the other keeps apparent speed constant, and the game endorses neither.
02 / Reading the shape

What a spread actually costs you

The number that matters is the ratio

Not the centimetres themselves — people play well at 15 cm and at 45. What hurts is the gap between two optics you swap between under pressure, because the hand has to re-learn a distance in the middle of a fight.

Flat is a defensible default

Setting every multiplier to 1.0 is not a compromise; it is a decision that your hand should always be asked for the same thing. High-zoom optics then feel fast because the view is magnified, which is a real cost and worth knowing before you accept it.

Fix the pair you actually use

Most players carry one close-range optic and one mid. Those two are the pair worth matching. A 10x you touch once a match is not what is costing you fights, whatever the table says about it.

03 / Controller arm

A stick has no centimetres. It has a shape

Everything above is a distance table, and none of it reaches a controller. Not because a stick is less precise — because it sets a different quantity. A mouse says move this far, turn this much. A stick says hold it here, turn at this speed. There is no centimetre figure to convert.

What a stick has instead is the shape of the map from thumb to turn rate, and Apex is unusual in handing you three settings that control it directly. Pick a curve, put your own deadzone and outer threshold in, and the picture is drawn to scale — then push your stick around and the page marks where your thumb actually spends its time, which is the only thing that decides whether a curve suits you.

0.05
1.00
Not seen yet — press a button on it
STICK DEFLECTION TURN RATE
Move the stick around

Aim as if you were tracking someone at mid range for a few seconds.

Fine-control travel—
Your typical deflection—
Rate there—
Lost to deadzone—
Stick range unused—

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What is measured and what is modelled Your stick position is measured — the browser reads it through the Gamepad API. The curve is modelled: Respawn has never published the maths behind Classic, Steady or Fine Aim, only how they behave. So these are the shapes that produce the documented behaviour, drawn against your own settings. Comparing the curves against each other is sound; treating any one of them as Respawn’s exact formula is not, and this page does not.

A stick has no cm/360, because it does not set a distance. Holding it further does not turn you further — it turns you faster, for as long as you hold it. Nothing in the table above converts, and this page will not invent a number that says it does.

There is one thing a stick does have that carries between games, and it is not a distance: the speed of a full turn with the stick held all the way over. Nobody publishes that figure either, so it has to be timed rather than looked up — time a 360° in two games and the arithmetic gives you the matching sensitivity.
04 / Answers

Straight answers

What is Per Optic ADS sensitivity in Apex?+

Apex keeps a separate aim sensitivity multiplier for each magnification — 1x, 2x, 3x, 4x, 6x, 8x and 10x — instead of one setting for all aiming. Each defaults to 1.0, which means that optic uses your base sensitivity unchanged. Your effective sensitivity through a scope is your base sensitivity multiplied by that optic’s number.

What should my ADS multipliers be?+

There is no official answer and this page does not invent one. Two conventions are in wide use: keep every optic at 1.0 so a full turn costs the same centimetres through all of them, or divide by the magnification so the world moves across the screen at a similar speed at every zoom. The first is predictable for the hand; the second is what most players drift toward by feel.

Why does my 3x feel wrong when my 1x feels fine?+

Usually because the two were tuned at different times and nothing ever showed them together. Put your real numbers into the table on this page: if the bars have visibly different lengths, your hand is being asked for a different distance every time you swap, and that is the thing to fix before touching anything else.

Does changing ADS multipliers affect hip-fire?+

No. The multipliers apply only while aiming down that specific optic. Your hip-fire sensitivity is the base number and is shown at the top of the table for comparison — it is the line every other row should be judged against.

Do controller players have per-optic sensitivity in Apex?+

Yes, but it is a different quantity and the centimetre table does not reach it. A mouse sets a distance — move this far, turn this much. A stick sets a rate — hold it here, turn at this speed — so there is no cm/360 for a controller and no conversion that produces one. What a stick does have is the shape of the map from thumb position to turn rate, which response curve, deadzone and outer threshold control between them. The controller section on this page draws that shape from your settings and marks where your own thumb sits on it.

What is the best response curve in Apex?+

It depends on where on the stick you actually aim, which is why this page measures that instead of naming a winner. A curve only does anything in the middle of the stick — every curve is identical at rest and identical at full deflection. So if your thumb spends its time between about a fifth and half of full travel, the bend is doing most of your aiming and Classic or Steady are working for you. If you mostly slam the stick to the edge, the curve is not being used at all and Linear costs you nothing.

What does deadzone do in Apex?+

It sets how far the stick has to move before the game reacts at all, which hides a worn stick that no longer rests at centre. The cost is that the deadzone is subtracted from your usable range: a large one takes fine control with it, and it also pushes the slow part of the response curve further out. The controller panel here draws the deadzone to scale against the curve so you can see exactly how much travel it is consuming.

Is this the same as a sensitivity converter?+

No. A converter moves one sensitivity between two games. This compares seven sensitivities inside one game against each other. The centimetre figures come from the same verified Apex yaw the site’s converter uses, so the two can never disagree.

Does this page read my Apex settings?+

No. Nothing in the browser can see the game. You type your base sensitivity, DPI and the seven multipliers in from your own settings screen, and the page does the arithmetic.

Unofficial Keymap Labs is not affiliated with, endorsed by or sponsored by Respawn Entertainment or Electronic Arts. Apex Legends is a trademark of Electronic Arts Inc. Default bindings are read from the in-game settings screen and dated above; the centimetre figures use the same verified Apex yaw as the site’s sensitivity converter.