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Conversion Methodology

This page explains the physical model, its assumptions and the precision policy across 476 games.Game Data

Games476
PrecisionExact Yaw

What the converter calculates

Sens Converter compares the physical rotation produced by an in-game sensitivity value. It does not copy a raw sensitivity number between games and it does not assume that every FPS game uses the same camera scale.

The model is used only for records that include a positive yaw parameter. Records with missing or invalid yaw are excluded.

The conversion model

For a loaded hip-fire record, the converter uses the game’s yaw value, the sensitivity value you enter, and any DPI values you provide. The directional relationship is:

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

When DPI is omitted, the sensitivity conversion assumes the same DPI for both games. The DPI terms cancel, and eDPI and cm/360 are not calculated. When DPI is supplied, the converter can show those measurements where the loaded data supports them.

Why yaw is game-specific

Yaw is the game-specific angular rotation per mouse count at a reference sensitivity of 1, under the specified game settings and input conditions. The in-game sensitivity value scales that rotation. It is a game parameter, not a universal constant. The converter therefore keeps one yaw value per loaded game record and excludes records that do not have a usable yaw.

DPI, eDPI and cm/360

DPI describes how many counts a mouse reports per inch of movement. In-game sensitivity scales those counts into camera rotation.

  • eDPI is in-game sensitivity multiplied by mouse DPI. It is useful inside one game, but it is not directly comparable across games with different yaw values.
  • cm/360 is the physical mouse distance required for a full 360° turn. It can be compared across games when the same physical assumptions are valid.
  • A matched cm/360 does not guarantee the same aim feel. FOV, ADS, scope behavior, acceleration and other mechanics can change the experience.

Precision and rounding

Internal conversion results keep full precision. Rounding is applied only at the display and copy boundary:

  • Sensitivity is displayed and copied to four decimal places.
  • cm/360 is displayed to two decimal places.
  • eDPI is displayed to two decimal places.

Swapping direction uses the full-precision converted value, not the rounded display value. After a direction swap, the source input is populated with that exact value so the reverse conversion is not rounded. If a converted sensitivity falls outside the target game’s supported range, the converter labels the result instead of silently clamping it.

Data standard

Each game record carries its version, supported mode, yaw parameter, sensitivity bounds, step, source references and limitations. The runtime validation layer enforces record shape, positive yaw and valid bounds.

476 game records are currently loaded from a maintained sensitivity database. The game data page explains the fields used by every record.

Read the concept guides

The guides expand on the model without changing it: how mouse sensitivity conversion works, cm/360, and yaw in mouse sensitivity. The full mouse sensitivity guide library also covers DPI, eDPI, input behavior and measurement.

What is not modeled

  • Field of view and FOV scaling.
  • ADS, scope and per-optic sensitivity multipliers.
  • Mouse acceleration or operating-system pointer settings.
  • Camera smoothing, weapon mechanics and other game-specific behavior.

These omissions are deliberate. Showing controls for unsupported behavior would imply a precision the model does not have.

Last reviewed: 2 November 2026