AimCurve · sensitivity converter and calculator · 22 games

Sensitivity Converter

A sensitivity converter and sensitivity calculator in one: convert hip-fire sensitivity between 22 games, keep the same physical cm/360 and see the formula behind the result.

AimCurve sensitivity workspace22 game models · cm/360 anchored · transparent formula
Quick routes
Target sensitivityDocumented model
Physical distancecm per 360° turn
Inches / 360Same turn in inches
Counts / 360Sensor counts for one turn
Rotation per countDegrees moved by one count
Source eDPIOnly comparable inside the source game
Target eDPIOnly comparable inside the target game

Choose games and values to see the documented conversion.

Versioned game notes will appear here.

Model registry · 22 games with confidence and sources
GameEngineModelMenu formatConfidenceSource
Counter-Strike 2Source 2yaw 0.022°/countdecimalVerifiedEngine console default; verified in-game 360° measurement.
CS:GO / CS:Source / 1.6Source / GoldSrcyaw 0.022°/countdecimalVerifiedEngine console default m_yaw 0.022.
VALORANTUnrealyaw 0.07°/countdecimalVerifiedRiot-documented 0.07 yaw; verified 360° measurement.
Apex LegendsSource (modified)yaw 0.022°/countdecimalVerifiedSource-based 0.022 default; verified 360° measurement.
Overwatch 2Customyaw 0.0066°/countdecimalVerifiedCommunity-verified 0.0066 yaw; matches in-game 360° measurement.
Call of Duty (MW3 / Warzone / BO6)IWyaw 0.0066°/countdecimalVerifiedVerified 360° measurement across MW/Warzone builds.
Call of Duty: Modern Warfare 4IWyaw 0.0066°/countdecimalCommunityOpen beta August 2026; shared IW-engine scale.
Rainbow Six SiegeAnvilNextyaw 0.00572957°/countdecimalDocumentedUbisoft config default and documented yaw 0.00572957 per unit.
FortniteUnrealyaw 0.005555°/countpercentageDocumentedDocumented 0.5555 yaw at 100% X sensitivity.
Destiny 2Tigeryaw 0.0066°/countdecimalDocumentedDocumented 0.0066 yaw per sensitivity unit.
Halo InfiniteSlipspaceyaw 0.02222°/countdecimalDocumentedDocumented 0.02222 yaw per unit.
RustUnityyaw 0.1799°/countdecimalDocumentedDocumented 0.1799 yaw per unit.
Escape from TarkovUnityyaw 0.11°/countdecimalDocumentedDocumented 0.11 yaw per unit.
Quake ChampionsSaberyaw 0.022°/countdecimalDocumentedDocumented 0.022 yaw.
Team Fortress 2Sourceyaw 0.022°/countdecimalVerifiedEngine console default.
Left 4 Dead 2Sourceyaw 0.022°/countdecimalVerifiedEngine console default.
Garry's ModSourceyaw 0.022°/countdecimalVerifiedEngine console default.
KovaaK'sUnrealyaw 0.022°/countdecimalDocumentedTrainer default scale 0.022.
Aim LabUnityyaw 0.05°/countdecimalCommunityCommunity-measured 0.05 yaw for the default profile.
Titanfall 2Source (modified)yaw 0.022°/countdecimalCommunityCommunity measurement.
DeadlockSource 2yaw 0.022°/countdecimalCommunityCommunity measurement.
Minecraft (Java)Javacubic curvepercentageDocumentedDecompiled MouseHandler: yaw per count = 1.2 × (0.6·s + 0.2)³ with s = percent ÷ 200.
Words on this page
cm/360

How far you physically move the mouse to turn a full circle in game. It is the one number that stays true across games, which is why conversions are anchored to it.

eDPI

DPI multiplied by your in-game sensitivity. It lets two players compare settings inside the same game, but it means nothing across games because each game scales sensitivity differently.

DPI (CPI)

How many steps your mouse reports per inch of desk movement. Higher DPI means the cursor travels further for the same hand movement. The number on the box is often a few percent off from the real one.

Yaw constant

How many degrees the camera turns for one mouse count at sensitivity 1. Every game has its own, and it is the number a conversion is built from.

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.

GameSensitivity for 30 cm/360eDPIModel
Counter-Strike 21.7321,385Verified
CS:GO / CS:Source / 1.61.7321,385Verified
VALORANT0.544435Verified
Apex Legends1.7321,385Verified
Overwatch 25.774,618Verified
Call of Duty (MW3 / Warzone / BO6)5.774,618Verified
Call of Duty: Modern Warfare 45.774,618Community
Rainbow Six Siege6.655,320Documented
Fortnite6.86%Documented
Destiny 25.774,618Documented
Halo Infinite1.711,372Documented
Rust0.212169Documented
Escape from Tarkov0.346277Documented
Quake Champions1.7321,385Documented
Team Fortress 21.7321,385Verified
Left 4 Dead 21.7321,385Verified
Garry's Mod1.7321,385Verified
KovaaK's1.7321,385Documented
Aim Lab0.762610Community
Titanfall 21.7321,385Community
Deadlock1.7321,385Community
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.