Quick answers before you test
Sensitivity converter or sensitivity calculator?
Same tool. Converter mode turns a sensitivity from one game into another game's value; calculator mode works out cm/360, eDPI and the sensitivity for a target distance or a new DPI from the numbers you type.
Sensitivity converter vs eDPI calculator
The converter preserves modeled hip-fire cm/360 between supported games. eDPI is DPI multiplied by sensitivity and should be compared only inside the same game scale.
What makes cm/360 useful?
It gives the conversion a physical anchor: the modeled desk distance for one full turn. FOV, zoom and game processing can still make the result feel different.
Read the conversion guide →Can VALORANT eDPI equal CS2 eDPI?
The raw eDPI numbers are not directly comparable because the games use different angular constants. Convert with the documented ratio, then verify in game.
Open the eDPI calculator →Can I convert controller sensitivity between games?
Not with one formula. Stick sensitivity depends on each game's response curve, deadzone and acceleration, so a PS5 or Xbox value has no universal yaw. Tune the deadzone first, then use the per-game control labs for a documented starting point.
Start with the deadzone tuner →Why is there no osu! conversion?
osu! in its usual absolute setup maps the whole play area to the tablet or screen instead of turning a camera, so there is no cm/360 to preserve and a yaw ratio would be meaningless. What does carry over is DPI: measure the real DPI of the mouse, then set the osu! area to the size your hand actually uses.
Measure your real DPI →My game is not in the list yet
Newer titles such as ARC Raiders, Battlefield 6 and Marvel Rivals are waiting on a reproducible 360° measurement before a constant is published here; an unreviewed ratio copied from a table is worse than none. Meanwhile, match the game by feel and keep your eDPI as the anchor.
Open the eDPI calculator →What the result actually measures
The converter uses each supported game’s default horizontal angular scale to preserve physical rotation distance. It also shows source/target eDPI, but eDPI is labeled game-specific rather than treated as a universal comparison.
Measurement boundary: Matching cm/360 does not guarantee identical perceived aim. FOV, zoom multipliers, acceleration, frame rate, input processing and game mechanics can change the feel.
How to interpret the output
Target sensitivity
The displayed value preserves the modeled hip-fire angular distance under the documented default constants.
cm/360
This is the estimated physical distance needed for a full turn at the entered DPI. Real DPI can deviate from the label.
eDPI
DPI multiplied by in-game sensitivity is useful within one game, but different games use different scales.
Sensitivity for 30 cm/360 at 800 DPI, game by game
Every supported game anchored to the same physical turn: the in-game sensitivity that moves the mouse 30 cm for one full 360° rotation at 800 DPI, the eDPI that produces, and how well the underlying model is documented. Use it to sanity-check a converted value or to see where your own game sits before you convert anything.
| Game | Sensitivity for 30 cm/360 | eDPI | Model |
|---|---|---|---|
| Counter-Strike 2 | 1.732 | 1,385 | Verified |
| CS:GO / CS:Source / 1.6 | 1.732 | 1,385 | Verified |
| VALORANT | 0.544 | 435 | Verified |
| Apex Legends | 1.732 | 1,385 | Verified |
| Overwatch 2 | 5.77 | 4,618 | Verified |
| Call of Duty (MW3 / Warzone / BO6) | 5.77 | 4,618 | Verified |
| Call of Duty: Modern Warfare 4 | 5.77 | 4,618 | Community |
| Rainbow Six Siege | 6.65 | 5,320 | Documented |
| Fortnite | 6.86% | — | Documented |
| Destiny 2 | 5.77 | 4,618 | Documented |
| Halo Infinite | 1.71 | 1,372 | Documented |
| Rust | 0.212 | 169 | Documented |
| Escape from Tarkov | 0.346 | 277 | Documented |
| Quake Champions | 1.732 | 1,385 | Documented |
| Team Fortress 2 | 1.732 | 1,385 | Verified |
| Left 4 Dead 2 | 1.732 | 1,385 | Verified |
| Garry's Mod | 1.732 | 1,385 | Verified |
| KovaaK's | 1.732 | 1,385 | Documented |
| Aim Lab | 0.762 | 610 | Community |
| Titanfall 2 | 1.732 | 1,385 | Community |
| Deadlock | 1.732 | 1,385 | Community |
| Minecraft (Java) | 38.9% | — | Documented |
Computed from the same constants the converter uses. Halve the sensitivity at 1600 DPI or double it at 400 DPI to keep the same cm/360. Games whose menu value is a percentage have no comparable eDPI, so that cell is left empty.
Troubleshooting unexpected results
Converted aim feels different
Compare FOV and aspect ratio, disable acceleration, verify DPI and separate hip-fire from scoped settings.
A game is missing
AimCurve includes only constants we can document and explain. Each model carries a verified, documented or community confidence label; games with unstable or undocumented curves are added after verification, not by copying unreviewed ratios.
Frequently asked questions
Does the converter change my game settings?
No. It calculates a value for you to enter manually.
Does it convert scoped sensitivity?
No. Scope and hero-specific multipliers require separate models and clear context.
Is the result exact?
The arithmetic is deterministic for the documented constants; perceived feel and real DPI still vary.
How do I convert 400 DPI to 800 or 1600 DPI without changing my feel?
Halve the sensitivity when you double the DPI: 2.0 at 400 DPI is 1.0 at 800 DPI and 0.5 at 1600 DPI. The DPI change tab and the eDPI calculator do the exact arithmetic and confirm that cm/360 is unchanged.
Why is my game missing?
AimCurve only includes constants that can be documented and reproduced with a 360° measurement. Games with undocumented or changing curves are added after verification rather than copied from unreviewed ratio tables.