eDPI is the quick compare
DPI × sens gives a single number you can match across games; many pros hover between 250-400 eDPI.
All math stays local. Scoped/ADS multipliers are handled per game—convert hipfire first, then apply your in-game scope multiplier.
| Game | Yaw coefficient | Notes |
|---|
If a patch changes a yaw value, update your target manually until we refresh the table.
The calculator uses each title's yaw coefficient—the in-game value that maps mouse movement to degrees turned. We first calculate cm/360 from your current game (360 degrees divided by yaw, sensitivity, and DPI, then converted to centimeters). That same cm/360 is then applied to the destination game to derive the new sensitivity. eDPI (DPI × sensitivity) is shown for quick comparisons.
Because everything runs client-side, you can load this page once and keep using it offline at events. If you change DPI, re-run the calculation so eDPI stays aligned with your muscle memory. For scopes and ADS, start with hipfire and then apply your preferred in-game multipliers afterward.
DPI × sens gives a single number you can match across games; many pros hover between 250-400 eDPI.
A 1.0 sens in one shooter is not equal in another because each engine multiplies mouse input differently.
Measuring the distance to spin a full circle is hardware-agnostic, making it the best baseline to preserve feel.
Valorant and CS use different scope scales; convert hipfire first, then apply scope multipliers per title.
Reducing sensitivity can steady your hand but needs a larger pad—balance precision with desk space.