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DeviceBench

Free mouse sensitivity converter

Mouse sensitivity converter that keeps the same 360

Give it the DPI and the in-game sensitivity you already aim well with, pick where you are going, and it returns the value that reproduces the same turn distance — 32.47 cm of mouse travel for a full rotation, on the settings it opens with. Centimeters per 360 degrees is the pivot because it is the only quantity two engines agree on: each one multiplies mouse counts by its own yaw constant before turning the camera, so the sensitivity numbers themselves compare to nothing. Both inputs are taken on trust, since no web page can read a mouse sensor or open a game config, and a DPI that is off by 1.5 percent moves every answer with it.

  • 100% free
  • No signup
  • 8 titles preset
  • cm/360 pivot
  • eDPI alongside

The game you already aim well in

Not sure what the mouse is set to? The mouse DPI test works it out from a measured drag. A wrong DPI here shifts the answer by exactly the proportion it is wrong by.

The game you want it to feel the same in

Type this into Valorant

0.503

360 ÷ (0.022 × 1.6) = 10,227 counts ÷ 800 DPI × 2.54 = 32.47 cm

Distance for a full turn
12.78 inches of mouse pad — the one number both games have to agree on
32.47 cm
Counts per 360 degrees
10,224 in the second game, because the DPI differs
10,227
Degrees per count
yaw 0.022 multiplied by your sensitivity — the engine constant is fixed, only the multiplier is yours
0.0352
eDPI
DPI × sensitivity; comparable between players of one game, meaningless across two
1,280 → 402
Cost of rounding
the value fits the field exactly, so the turn distance carries over untouched
none

Or pick the turn distance first

Most players who switch games are chasing a distance, not a number. Type the one you want and both games get told what to use.

Counter-Strike 2 / CS:GO
at 800 DPI
1.732
Valorant
at 800 DPI
0.544

30.0 cm is 11.81 inches. Below 20 cm a turn is a flick of the wrist; above 45 cm it is an arm sweep and needs the desk to allow it.

Windows pointer speed check

Notch 6 passes every count through untouched, which is why it is the only position worth using. Nothing above needs correcting.

Enhance pointer precision is the second switch on that dialog and is on by default. It varies the multiplier with how fast you are moving, so no single number can undo it — turn it off rather than compensate for it.

Yaw constants used here

Degrees the camera turns for one mouse count at sensitivity 1.00. These are the values the engines are built with, read from the games rather than measured on a desk, so two titles sharing an engine share a row.

GameDegrees per countTurn distance at 800 DPI, sensitivity 1.00
Counter-Strike 2 / CS:GO0.02252.0 cm
Apex Legends0.02252.0 cm
Team Fortress 20.02252.0 cm
Half-Life 2 / Portal 20.02252.0 cm
Quake Live / Quake III Arena0.02252.0 cm
Valorant0.0716.3 cm
Overwatch 20.0066173.2 cm
Call of Duty: Warzone / Modern Warfare0.0066173.2 cm

Three things this page cannot check for you. It has no way to read your mouse, so the DPI is whatever you typed and a sensor set to 812 rather than 800 will quietly shift every answer by 1.5 percent. It cannot open a game config, so the sensitivity on the left is taken on trust. And it assumes both games use raw input at the same field of view — change the field of view and the numbers still turn you 360 degrees, they just stop feeling identical while you are tracking something.

How to convert mouse sensitivity between games

Three fields you already know, and one row worth reading before you trust the answer.

  1. Start from the game your aim already works in

    Pick that title on the left and copy its sensitivity out of its own settings screen rather than from memory, because a slider you nudged once six months ago will not be the number you think it is. The DPI goes next to it: read it from the mouse software, or from the sticker under the mouse, and if neither exists measure it on the mouse DPI test first. Everything downstream is proportional to that DPI, so it is the field worth being right about.

  2. Choose the destination and the DPI you will use there

    Most people leave the DPI alone and only the game changes, in which case the second DPI field stays as it is. Change it when you are also moving between machines, or when you want a round sensitivity number in the new game and are willing to shift the sensor to get one. The answer appears as you type, with the arithmetic that produced it printed underneath in counts and centimeters.

  3. Read the rounding row before you type anything into the game

    The row labeled cost of rounding is the one that decides whether the conversion actually survived. A field that holds three decimals loses nothing worth noticing, but the page opens on a case that does not: 1.6 in Counter-Strike is exactly 5.33 in Overwatch 2, which only takes whole numbers, so typing 5 stretches the turn from 32.47 cm to 34.64 cm. If a gap that size bothers you, move the DPI on the second line until the exact answer lands near a whole number.

Technical specifications

Pivot quantityCentimeters per 360 degree turn: 360 × 2.54 ÷ (yaw constant × DPI × sensitivity)
Yaw constants carried0.022 degrees per count for Counter-Strike 2, Apex Legends, Team Fortress 2, Half-Life 2 and Quake Live; 0.07 for Valorant; 0.0066 for Overwatch 2 and Call of Duty
Shortcut per engine familyTurn distance in cm is 41,564 ÷ eDPI on the Source family, 13,063 ÷ eDPI in Valorant, 138,545 ÷ eDPI in Overwatch 2 and Call of Duty
RoundingThree decimal places, except Overwatch 2, whose field holds whole numbers 1 to 100 — the turn distance that rounding costs is printed as a percentage
Windows pointer speedAll eleven notches covered, from 1/32× to 3.5×; notch 6 is the only one that passes counts through unchanged
Accepted inputSensitivity above 0 and up to 1000, DPI from 50 to 40,000, target turn distance up to 500 cm
What it cannot readThe mouse and the game config — both numbers are typed, so a sensor reporting 812 counts per inch instead of 800 shifts every answer by 1.5 percent
Data keptNone; the fields reset to 800 DPI and 1.6 on every visit because nothing is written down between them

Frequently asked questions

Why can I not just type the same sensitivity number into the other game?

Because the number is a multiplier, not a unit, and each engine multiplies it by a constant of its own choosing. Your view turns by that constant times your sensitivity for every count the mouse reports, so two games only agree when they inherited the same constant — which is why Counter-Strike 2, Apex Legends and Team Fortress 2 do convert one to one and nothing else does. Typing your Counter-Strike figure straight into Overwatch 2 leaves you turning 3.33 times slower, and typing it into Valorant leaves you turning 3.18 times faster, from settings screens that look interchangeable.

What is eDPI, and why does it stop working across two games?

eDPI is DPI multiplied by in-game sensitivity, and it is a fair comparison only between players of one game. It works inside a title because everyone there shares the same yaw constant, so the constant cancels out of the comparison and 800 DPI at 1.6 really is the same speed as 1600 DPI at 0.8. Put two games side by side and the constant no longer cancels: a Valorant player on 280 eDPI turns in 46.7 cm, a Counter-Strike player on the same 280 eDPI turns in 148.4 cm, and neither of them would recognize the other setup.

The answer for Overwatch 2 came out with decimals and the game will not take it.

Overwatch 2 stores sensitivity as a whole number from 1 to 100, so decimals are not being rejected by mistake — there is nowhere to put them. That granularity is coarse in a way people underestimate: one step at a sensitivity of 30 shifts the turn distance by 3.3 percent, and one step at a sensitivity of 5 shifts it by 20 percent. The way round it is the DPI field, which most mice change in increments of 50 or 100, so moving the sensor is how Overwatch players tune what the slider cannot.

Should I match the DPI as well, or only the sensitivity?

Leave the DPI alone unless you have a reason to move it, because only the product of the two matters for turn distance. There are two reasons to touch it. A sensitivity that lands below about 0.5 in a game with three decimal places is being quantized more coarsely than you would like, and raising DPI while lowering sensitivity gives the same speed with finer steps. In the other direction, sensors above roughly 3200 DPI on cheaper mice apply smoothing or angle snapping that shows up as a curved line on a slow drag, so more DPI is not free precision.

Does the Windows pointer speed slider change what a game sees?

It changes what a game sees only when the game reads the cursor instead of the mouse, which is what raw input exists to avoid. Anything using raw input takes counts straight from the device and the slider is irrelevant to it. Anything that does not — older titles, some launchers, most menus — receives counts already multiplied by the notch: 1/32 at the far left, 1 at notch 6, and 3.5 at the far right. Enhance pointer precision, the checkbox below it, is worse than the slider because its multiplier changes with how fast you move, so the same physical swipe covers a different angle each time and no conversion can survive it.

My game is not in the list. Can I still convert to it?

Yes, if you can find its degrees-per-count figure, which the last entry in each dropdown accepts directly. Some games publish it, most do not, and for those the community measures it by turning a known number of degrees against a landmark and counting the mouse travel. Watch out for the titles where no single constant exists: Minecraft cubes its slider before using it, so its default of 100 percent works out at exactly 0.15 degrees per count while 200 percent is eight times that, and Rainbow Six Siege ties its own conversion to the field of view you have set.

The conversion is exact and my aim is still off. What did I miss?

Almost always the field of view, which changes how far a target appears to move for the same angle of turn. A 360 degree turn takes the same distance whatever the field of view, but tracking something at the crosshair does not: widen the view and the world crosses the screen more slowly for the same mouse movement, so a correct conversion into a game with a different default can still feel sluggish. Work out what the two games are actually showing you on the FOV calculator before you start nudging the sensitivity you just calculated.

About cm/360, yaw constants and why a sensitivity number travels badly

A first-person engine turns the camera by a fixed number of degrees for every count the mouse reports, and that number is the yaw constant multiplied by whatever the sensitivity slider is set to. Quake shipped with a m_yaw of 0.022, the Source engine inherited it, and it is still what Counter-Strike 2, Apex Legends, Team Fortress 2 and Half-Life 2 use today, which is the only reason those four convert one to one. Everything outside that lineage picked its own figure: Valorant turns 0.07 degrees per count, and Overwatch 2 and Call of Duty turn 0.0066. The consequence is arithmetic rather than opinion: carry the figure 1.6 across unchanged and Overwatch 2 turns 3.33 times slower than Counter-Strike 2 did, while Valorant turns 3.18 times faster, off settings screens that look almost identical.

Because the constants differ, the only portable description of a setup is the distance the mouse has to travel for one full turn. Multiply DPI by sensitivity and you have eDPI; divide a per-engine number by it and you have the turn distance in centimeters — 41,564 for the Source family, 13,063 for Valorant, 138,545 for Overwatch 2 and Call of Duty. That is why eDPI comparisons collapse the moment two games are involved, and why professional players are quoted in centimeters when the discussion crosses titles. The distances themselves cluster tightly: most competitive players sit between 25 and 45 cm per turn, low enough to stay on a desk and high enough that the wrist alone cannot do it. Below about 20 cm a turn is a flick and small errors are magnified; above 50 cm you are committed to arm aim and to a mouse pad that allows it.

Three things quietly break a conversion that was arithmetically perfect. The first is the DPI you supplied: sensors deviate from their advertised figure, and if you are guessing rather than reading, the mouse DPI test derives it from a measured drag instead. The second is Windows, where the pointer speed slider multiplies counts by anything from 1/32 to 3.5 before a program without raw input sees them, and where Enhance pointer precision varies that multiplier with your hand speed so that no fixed correction exists — it has to be turned off, not compensated for. The third is the field of view, which leaves the turn distance untouched but changes how quickly a target crosses the screen, so a game with a wider default view can feel slow at a sensitivity that is provably identical; the FOV calculator shows what the two games are actually displaying. Once all three are settled, the fastest way to confirm the new setting is muscle memory rather than mathematics: half a dozen rounds on the aim trainer will tell you whether the number transferred.

What happens to your DPI and sensitivity

Every number on this page is worked out by JavaScript running in the tab you are reading it in. Nothing you type, paste or open is uploaded, logged or kept, which is also why the tools carry on working after you disconnect from the network.

The settings you enter here describe your hardware and your habits, and both stay in the tab: they feed a division, render a number, and are gone the moment you close it. Nothing is remembered between visits, which is why the form reopens on 800 DPI and 1.6 rather than on the conversion you ran last week.