FPS Sensitivity

Mouse Sensitivity Converter for FPS Games

Convert hip-fire sensitivity between FPS games with loaded yaw records, optional DPI scaling and visible assumptions. Results are estimates, not guaranteed aim parity.Methodology

Games476
ModeHip-fire
Source settings

Records are loaded from the game database; treat results as estimates.

Used only for eDPI, cm/360 and in/360. Leave blank to hide those measurements.

Enter the in-game sensitivity value, not eDPI.

Target settings

Records are loaded from the game database; treat results as estimates.

Use this only if you plan to use a different DPI in the target game.

Conversion ResultTarget game sensitivity

Ready to Convert

Enter your sensitivity above and choose two games to see your converted sensitivity.

Loaded records; results are estimates. FOV, ADS and scopes are not modeled. Read the methodology or review the game data.

How to convert mouse sensitivity between games

The converter works as a game sensitivity calculator for loaded FPS records, using each game’s hip-fire yaw value and sensitivity bounds. The result updates as you type, and Convert sensitivity runs an explicit validation. Treat every result as an estimate, because FOV, ADS and input behavior are not modeled.

  1. 01

    Choose the source and target games

    Select two games with loaded hip-fire records. The source game supplies the sensitivity scale; the target game receives the converted value.

  2. 02

    Enter source sensitivity and DPI

    Use the in-game sensitivity value. Add source DPI for eDPI and cm/360; add target DPI only if it differs from the source DPI.

  3. 03

    Read the result and assumptions

    Check the converted value, the measurements that are valid, and every stated limitation before using it in-game.

Measure your mouse DPI before you convert

A configured DPI is not always the count rate your mouse reports. Measure actual counts over a known distance, then use the result as the DPI input when you convert a sensitivity.

Actual DPI

800.00

Example

Use the measured value as the DPI input when you convert a sensitivity.

Illustrative result. Your measurement depends on your mouse, surface and settings.

How mouse sensitivity conversion works

Mouse sensitivity is only meaningful inside a game’s own camera scale. The converter uses a game-specific yaw parameter to compare the physical rotation produced by a sensitivity value. It does not assume that every FPS game shares the same scale. Read how yaw affects conversion for the units and yaw details.

When DPI is supplied, the result can also show eDPI and cm/360. eDPI is useful inside one game but is not directly comparable across games with different yaw values. cm/360 is the more useful cross-game physical measure, and even that cannot guarantee an identical feel. To check a setup directly, use the eDPI calculator or the cm/360 calculator.

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

Worked example

With illustrative yaw values 0.022 and 0.07 at equal DPI: 2.0 × 0.022 ÷ 0.07 = 0.628571..., displayed as 0.6286. Reverse check: 0.628571... × 0.07 ÷ 0.022 = 2.0. The yaw values illustrate the arithmetic; they are not a physical game test.

Yaw
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.
eDPI
In-game sensitivity multiplied by DPI. It is a per-game value, not a universal comparison unit.
cm/360
The mouse distance needed for a full 360° turn. It is comparable only when the same physical assumptions are valid.

Browse supported game converters

Start with the games players convert most often, then open the full directory for every loaded record. All records are loaded from public and competitor sources and treated as estimates.

476 loaded records

Every loaded game in one place

Open a game-specific converter for any of the 476 loaded game records.

Browse all supported games

What the result can and cannot tell you

A conversion can match a defined rotational relationship. It cannot guarantee that two games produce the same aim feel, because camera behavior and game mechanics differ. These are model-based estimates from loaded records; no physical in-game test is claimed.

Methodology and limitations

Game versions and modes

A record is only meaningful for the version and mode it describes. Some records do not state a version scope.

FOV, ADS and scopes

FOV, aim-down-sights and scope behavior are not modeled. Do not treat a hip-fire result as an ADS result.

Rounding and precision

Results are rounded for display and copying. Internal conversion keeps full precision, and swapping directions uses that exact value.

Feel is not physics

Acceleration, camera motion, weapon mechanics and other settings can change how a sensitivity feels.

Questions about sensitivity conversion

Short answers about the model, the loaded competitor data and the limits of any sensitivity converter.

How do I convert mouse sensitivity between games?

Choose the source game and target game, enter the sensitivity shown by the source game, then add source DPI if you want eDPI and cm/360 measurements. Add target DPI only if it differs. The result updates as you type, and Convert sensitivity runs an explicit validation. Use the converter above

What DPI should I enter?

Use the active DPI profile from your mouse software. Source DPI is used for eDPI and cm/360 and for scaling when the target DPI differs. If the game uses raw mouse input, Windows pointer speed is usually not the control to adjust. If the configured DPI may be inaccurate, measure actual counts with the DPI analyzer. Measure your mouse DPI

Is the converted sensitivity exact or an estimate?

It is a model-based conversion using the loaded yaw record for each game. The arithmetic is deterministic, but the records are treated as estimates because version scope, FOV, ADS, scopes and input behavior are not fully modeled. Treat the result as a starting value, not a guaranteed aim match. Read the conversion methodology

Why does the same cm/360 not guarantee the same feel?

cm/360 matches a physical mouse distance for a 360-degree hip-fire turn. It does not model FOV scaling, aim-down-sights, scope multipliers, mouse acceleration, camera smoothing or weapon behavior, so two games can share a cm/360 value and still feel different. Read the cm/360 guide

How do I keep the same aim when I change games?

Match the physical hip-fire rotation distance instead of copying the raw sensitivity number. Enter the source sensitivity in the converter, add DPI if you want cm/360 context, then test the converted value in the target game. FOV, ADS and scopes are not modeled, so treat the result as an estimate. Read how sensitivity conversion works

Which games are supported?

The converter currently loads 476 game records. The game directory lists loaded profiles and opens a game-specific converter. Records without usable conversion data are excluded, and every result remains an estimate. Browse the game directory

Are my sensitivity inputs stored?

The calculator code runs in your browser and does not submit the sensitivity, DPI or game fields to a server. Analytics are currently disabled in this deployment, so Google Tag Manager and Google Analytics 4 do not load. No account is required to use the converter. Read the privacy policy