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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

How to keep the same aim in a different game

To keep the same aim in a different game, match the physical hip-fire rotation distance rather than the raw sensitivity number. Open the mouse sensitivity converter, choose the source and target games, then enter the sensitivity value shown by the source game. Add DPI if you want eDPI and cm/360 context. Treat the result as a starting point, because FOV, ADS, scopes and game feel are not modeled.

  1. Select the game you are coming from and the game you are moving to.
  2. Enter the hip-fire sensitivity from the source game, not an eDPI value.
  3. Add your mouse DPI if you want eDPI and cm/360 measurements.
  4. Review the assumptions, test the value in-game and adjust only after checking the physical turn distance.

You can check the physical distance directly with the cm/360 calculator and confirm your DPI with the DPI analyzer before relying on a conversion.

Mouse DPI vs in-game sensitivity

DPI and sensitivity are different inputs. DPI is the mouse-side count rate; in-game sensitivity is the game-side multiplier. eDPI combines the two for within-game comparison, while cm/360 describes the physical distance for a full turn when the game rotation data is known.

  • DPI — how many counts the mouse reports per inch of movement.
  • In-game sensitivity — the game-specific setting that scales those counts into rotation.
  • eDPI — sensitivity multiplied by DPI; useful inside one game, not a universal cross-game unit.
  • cm/360 — the physical mouse distance for a full 360° hip-fire turn.

Use the eDPI calculator for same-game comparisons, and the cm/360 calculator when you need a physical cross-game measurement. If you are choosing a sensitivity rather than converting a known value, the sensitivity finder narrows a comfortable range with guided comparisons.

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: 7 November 2026