SteamHero 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.
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.
Not seen yet — press a button on it
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.
Where to go next
The table above is arithmetic on your settings. These measure the hardware doing the moving.
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.
New: ask me anything about this siteWhich test to run, a game's default keybinds, what a result means.
KayeeKeymap Labs assistant
I answer from this site only — the 28 browser tests, the controls library for 46 games, the sensitivity converters and the two games. I can tell you which page to open, how a tool works and what its result means.
I will not guess. If something is not on the site, I will say so.