Settings · 7 min read

Match Controller Sensitivity Between Games

A stick sets a turn rate, not a distance, and no publisher documents it. Time your own 360° in each game and get the sensitivity that makes the second one feel like the first.

Reviewed September 14, 2026 · Keymap Labs editorial

Every sensitivity converter you can find is a mouse converter. That is not an oversight, and it is worth understanding why before you use this page, because the reason decides what an honest answer can even look like.

A mouse sets a distance. A stick sets a speed.

Move a mouse four centimetres and the view turns by a fixed amount. That relationship is a constant — the game’s yaw — and because it is a constant, cm/360 carries between games. Type your CS2 number in, get your VALORANT number out, and both hands travel the same distance for the same turn. Publishers document those constants, and where they do not, one careful measurement pins them for everyone forever.

A stick does none of that. Holding it over does not move the view by a distance; it turns the view at a rate, and the rate depends on how far over you are holding it. The invariant is degrees per second at full deflection — and no publisher documents that figure. We went looking before building this page. It is not published for Apex, for Call of Duty, for Fortnite, or for any other major title.

Which leaves two ways to build a controller converter. The first is to guess the constants and put them in a table. Plenty of sites do. A guessed table is worse than no table, because it is confidently wrong and a reader has no way to tell.

The second is to measure. That is what this page does, and the thing being measured is your own controller in your own game.

Time a full turn, twice

In each game: stand still, pick something to face — a door, a rock, anything you will recognise — and push the right stick all the way over and hold it. Start the clock as the turn begins, stop it when your landmark comes back around.

Hold the stick all the way over. The response curve decides how deflection maps to speed everywhere between the centre and the edge, and games disagree wildly about that shape. At the edge they all meet the same maximum, which is the one place two different games can be compared at all.

  • Game A is the one whose feel you want to keep. Time it as it is.
  • Game B is the one you are changing. Time it, and tell the panel what its sensitivity was set to while you timed it.

Three timings each. Timing three full turns instead of one and entering 3 is more accurate, because your reaction at the start and the stop is divided by three.

The panel throws out anything faster than about a third of a second or slower than twenty-five, since those are a double tap and a stick that was let go rather than turns. It also tells you when your own three timings disagree with each other, because a match built on disagreeing timings inherits the disagreement.

The one assumption, stated plainly

The arithmetic is a single step: turn rate scales with the sensitivity number, so the number scales with the rate you want. Doubling the slider doubles the speed.

That holds on the linear response curves these games ship, and it is why the panel is worth using at all. It is also the only thing on this page that is assumed rather than measured — so if your game is on a curve that is not linear, take the result as a starting point, set it, and time a turn again. The second pass costs twenty seconds and settles it.

Nothing here claims anything about the shape of any curve. That question — how much of your thumb’s travel is spent on slow, fine movement — is a different one, and Apex exposes it more directly than any other game.

Why not just copy a pro’s number

Because a sensitivity number is meaningless across games and often across patches. Two players on “4” in different titles can be turning at speeds that differ by a factor of two, and neither number tells you which. The rate is the thing that transfers; the number is just the dial that produces it on one particular game on one particular day.

The same trap catches people on mouse, where it is at least fixable with arithmetic: eDPI does not transfer between games either, for almost exactly the same reason.

What this does not do

It will not convert your mouse sensitivity to a controller number. There is no honest conversion — one sets a distance and the other sets a speed, and no arithmetic bridges two different quantities. A page offering that figure would be inventing it.

It also matches only the maximum turn rate. If two games feel different at the edge and in the first millimetre of stick travel, this fixes the first and leaves the second, which is the response curve’s job and is set separately in most games.

What you get is the thing most people actually mean when they say a game feels wrong after switching: their full turn takes a different length of time, and now it does not.