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How mouse sensitivity conversion works

A sensitivity converter compares physical rotation, not raw sensitivity numbers. This guide explains the model, the variables and the limits.Methodology

FormatGuide
ModeHip-fire

Why the same number feels different in another game

An in-game sensitivity value only has meaning inside its own game. A value of 1.0 does not produce the same camera rotation in every FPS. Games use different scales, input handling and camera behavior, so copying the number is not a conversion.

The useful comparison is physical: how far do you move the mouse to turn 360 degrees? A converter estimates the target setting that produces the same rotation distance for the current source setting.

The 360-degree relationship

For a linear game, the relationship can be written with a game-specific yaw value. Yaw is the angular rotation per mouse count at a reference sensitivity of 1. The in-game sensitivity value scales that rotation.

target sensitivity =
source sensitivity × (source yaw × source DPI) ÷ (target yaw × target DPI)

The DPI terms appear because DPI describes how many counts the mouse reports per inch of movement. When the same DPI is used for both games, the DPI terms cancel and the conversion is driven by the yaw ratio.

Read how yaw affects conversion for the units and normalization details, and how cm/360 is calculated for the physical measurement.

What the model assumes

  • The game’s hip-fire sensitivity is linear over the supported range.
  • The input path is the same kind of physical mouse input.
  • Mouse acceleration is not part of the conversion.
  • The same DPI is used unless a target DPI is explicitly supplied.
  • FOV, ADS, scopes and per-optic sensitivity are outside the model.

These assumptions matter. If a game is non-linear, lacks an established yaw value or uses a different input mode, a confident conversion should not be produced.

What the result means

A successful conversion matches a rotational relationship at the stated settings. It does not guarantee identical aim feel. FOV, camera smoothing, acceleration, weapon mechanics and other settings can make the experience different even when the 360-degree distance matches.

The conversion methodology documents the full calculation and precision policy. The game data page explains the fields used by each loaded record.

How to check a converted value

Treat the converted value as a starting point. Test it in the target game, compare the physical turn distance, and adjust only after confirming that the selected game settings and input behavior match. The measurement and testing guide covers a practical test routine.

Try the converter

The converter uses the loaded game records. Treat every result as an estimate, because FOV and input behavior are not modeled.

Open the sensitivity converter

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Last reviewed: 2 November 2026