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Mouse Sensitivity Converter
Move between games and keep the same distance for a full turn — which is what your muscle memory is actually built on, not the number in the menu.
Sensitivity numbers do not transfer between games because each one turns a different amount per mouse count — CS2 uses a yaw of 0.022 and Valorant uses 0.07, so the same number feels completely different. Converting keeps your cm per 360 degree turn identical, which is what your muscle memory is actually built on.
The table this uses
Yaw is how far a game turns per unit of mouse movement. It is the whole reason the same number feels different in two games. Anything we have not verified is not listed — a converter you cannot check yourself is worthless if the numbers are invented.
| Game | Engine | Yaw | Confidence |
|---|---|---|---|
| Counter-Strike 2 | Source | 0.022 |
Confirmed |
| CS:GO | Source | 0.022 |
Confirmed |
| Apex Legends | Source | 0.022 |
Confirmed |
| Titanfall 2 | Source | 0.022 |
Confirmed |
| Team Fortress 2 | Source | 0.022 |
Confirmed |
| Left 4 Dead 2 | Source | 0.022 |
Confirmed |
| Half-Life 2 | Source | 0.022 |
Confirmed |
| Garry's Mod | Source | 0.022 |
Confirmed |
| Valorant | Unreal | 0.07 |
Confirmed |
| Overwatch 2 | In-house | 0.0066 |
Confirmed |
| Call of Duty: Warzone | IW | 0.0066 |
Confirmed |
| Call of Duty: MWIII | IW | 0.0066 |
Confirmed |
| Rainbow Six Siege | AnvilNext | 0.00572957795 |
Approximate |
| Siege applies a MouseMultiplierUnit from its config file. This assumes the default of 0.02. If you have changed it, your result will be off by that ratio. | |||
| Fortnite | Unreal | 0.5555 |
Approximate |
| Fortnite uses a percentage slider whose feel changes with your field of view, so no single number converts exactly. Treat this as a starting point and adjust by feel. | |||
Table last checked .
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