eDPI is a quick reference
DPI × sens gives a useful number within the same game or engine; cm/360 is the better cross-game anchor.
All math stays local. ADS values use focal-length scaling: the scoped value is reduced by the focal-length ratio of the ADS FOV to your hipfire FOV.
| Scope | Zoom | ADS FOV | Focal scale | Current ADS sens | Target ADS sens |
|---|
Use the sens columns when a game asks for a scoped sensitivity value. Use the focal scale column when a game asks for an ADS multiplier instead.
| Game | Yaw coefficient | Notes |
|---|
If a patch changes a yaw value, update your target manually until we refresh the table.
v1.1 (April 20, 2026)
This mouse sensitivity converter helps you carry the same aiming “feel” from one game to another. Different shooters use different input scales, so a sensitivity setting of 2.0 in one title can feel wildly different in another. The calculator bridges that gap by translating your current setup into an equivalent sensitivity for a new game, so your muscle memory stays consistent.
The key concept is cm/360, the physical distance your mouse travels to turn your character a full 360 degrees. This measurement is hardware‑agnostic and makes it easy to compare across games. To get cm/360, the tool uses your DPI (dots per inch), in‑game sensitivity, and the game’s yaw coefficient (the value that maps mouse input to degrees turned). Once cm/360 is calculated for your current game, the same distance is applied to your target game to produce a matching sensitivity. We also show eDPI (DPI × sensitivity) as a quick reference, though cm/360 is the more reliable cross‑game anchor.
Scoped and ADS aim is calculated separately with focal-length scaling. Enter your hipfire FOV and monitor aspect ratio, then choose the scope zoom that matches your optic. The ADS table gives both the focal scale multiplier and the full scoped sensitivity value, so you can copy whichever format your game exposes.
Some games label sensitivity differently. Fortnite is handled as a percent-style number, so enter 8 for 8%. Rainbow Six Siege is handled as the 1-100 hipfire slider with the standard multiplier setup. Decimal-based games such as Rust should be entered exactly as the in-game value appears.
This is useful anytime you switch titles or update settings. For example, if you move from a tactical shooter to a battle royale, you can keep your preferred aim speed without hours of relearning. It’s also helpful when you change hardware—like moving from 800 DPI to 1600 DPI—because you can quickly re‑compute the sensitivity that preserves your feel. Streamers and competitive players often use this approach to keep their aim stable across scrims, tournaments, or new releases.
Focal-length scaling preserves screen-space movement near the crosshair, which is why it is useful for low-zoom ADS and scoped rifles. Different games may still apply their own scope curves, rounding, or per-weapon settings, so treat the calculated value as the mathematically matched baseline before personal preference. The calculator runs entirely in your browser, so you can load it once and use it offline at events or LANs without sharing any data.
DPI × sens gives a useful number within the same game or engine; cm/360 is the better cross-game anchor.
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.
Focal-length scaling turns hipfire FOV and optic zoom into a scoped sensitivity baseline for each title.
Reducing sensitivity can steady your hand but needs a larger pad—balance precision with desk space.