Rainbow Six Siege Sensitivity Converter
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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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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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- 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.
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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.
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.
