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Tradeit Calculators Mouse Sensitivity {{ crumb }}

Mouse Sensitivity Converter

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From
To
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Most converted
All supported games
No game matches that. All 30 supported games stay in this list even where the page for them was retired.

Measured in the selected aim mode, with the same scope, loadout and DPI kept throughout. Two source runs check repeatability; no game coefficient is used.

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Conversion basis {{ basisHint }}
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This pair came from a shared link. Change any field to make it yours.
Would rather change DPI than sensitivity
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Calculated turn distances

Both columns use the selected reference profiles, not independent in-game measurements.

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Common {{ fromName }} values with their {{ toName }} equivalents. The converted sensitivity does not change with DPI, but the distance per 360 does, so all three DPI columns are shown.

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{{ r.src }} {{ r.dst }} {{ r.cm400 }} {{ r.cm800 }} {{ r.cm1600 }}
Distances are the source game's cm/360 at each DPI. Target slider rounding or monitor matching may change the target distance. Your input row is highlighted.

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Source average
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Source run spread
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Target difference
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Adjust the target game's sensitivity until its measured distance matches this target. Re-measure after changing zoom, loadout or DPI. No slider value is inferred from an unknown response curve.

In short

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How to convert mouse sensitivity between games

To convert mouse sensitivity between games, enter your DPI and your current sensitivity, then pick the game you are moving to and read off the value the converter returns. It works by holding your distance per 360 degree turn constant, which is the only property two games with different sensitivity scales can actually share.

The principle
Every game turns the camera a fixed number of degrees per mouse count at sensitivity 1. Converting means solving for the sensitivity that gives the same degrees per count in the other game, which is why the distance for a full turn comes out identical on both sides.
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Games supported

30 games, either direction

Choose any two supported games above. Game pages cover their sensitivity settings and conversion limits. Profiles assume the settings shown in the calculator; custom camera controls and acceleration can change the result.

Valorant Own page, pairs with CS2
CS2 Own page, pairs with Valorant
Aimlabs Own page, pairs with Valorant
Rainbow Six Siege Own page, pairs with CS2
Battlefield 6 Own page, pairs with Valorant
Apex Legends Own page, pairs with Valorant
Overwatch 2 Own page, pairs with Valorant
Fortnite Own page, pairs with Valorant
Call of Duty Own page, pairs with Valorant
CoD Black Ops 6 Published sensitivity profile
CoD Black Ops 7 Published sensitivity profile
PUBG Own page, pairs with Valorant
Marvel Rivals Own page, pairs with Valorant
The Finals Own page, pairs with Valorant
Rust Own page, pairs with Valorant
Escape from Tarkov Own page, pairs with Valorant
Team Fortress 2 Own page, pairs with Valorant
Left 4 Dead 2 Published sensitivity profile
Insurgency Sandstorm Published sensitivity profile
Hunt Showdown Published sensitivity profile
Halo Infinite Own page, pairs with Valorant
Paladins Own page, pairs with Valorant
Payday 2 Published sensitivity profile
Deep Rock Galactic Published sensitivity profile
Ready or Not Own page, pairs with Valorant
War Thunder Own page, pairs with Valorant
Gray Zone Warfare Published sensitivity profile
ARC Raiders Own page, pairs with Valorant
Roblox Own page, pairs with Valorant
Delta Force Own page, pairs with Valorant

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The sensitivity number converts and nothing else does. Raw input, mouse acceleration, scoped and ADS multipliers, field of view and aspect ratio all stay behind in the game you came from, and they are where people conclude the conversion was wrong when it was not. Our CS2 settings guide covers where each of these lives.

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What is cm/360 and why conversions use it

cm/360 is how far your hand has to travel for the camera to turn all the way around, and it is the figure every conversion holds constant. It is measured in centimetres of real desk, so it means the same thing in every game, at every DPI, on every mouse.

That is why this converter holds it constant. Two games can never share a sensitivity number, because each one scales its slider differently, but they can share a physical distance. When the cm/360 figures above match, your muscle memory carries over.

If you want the same figure alongside your eDPI, the eDPI calculator returns eDPI, cm/360 and inches/360 from your DPI and sensitivity, and it plots the result against the range players in your game actually use.

One distance, two unrelated scales
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start {{ d.cm }} of mouse travel 360 degrees
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Rule of thumb
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Why your converted sensitivity feels different

A converted sensitivity feels different because matching the distance per 360 does not match what you see on screen. Field of view, resolution and aspect ratio all change how far a target appears to travel for the same physical mouse movement, so a correct conversion can still feel fast or slow for the first few sessions.

Give it a week before changing anything. Most people who abandon a converted setting do it in the first hour, then spend a month rebuilding muscle memory they already had. If it still feels wrong after that, adjust in steps of five percent rather than starting over, and rule out frame pacing and your launch options before blaming the number.

Check these first
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FAQ

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About this converter
Marcus Hale
CS2 Trading Editor at Tradeit. Author page
Where the coefficients come from
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Method and review
Hipfire results use published profiles with the selected FOV and config settings. Display rounding can change the predicted distance. ADS/custom mode compares entered measurements instead of assuming a sensitivity scale. Last reviewed 9 September 2026.