About FPSSensitivity.com
Built for competitive FPS players who switch games.
What This Site Does
FPSSensitivity.com converts mouse sensitivity settings between PC first-person shooters while preserving physical feel — the actual centimetres of mouse travel required for a full 360° rotation. Enter your sensitivity in one game, get the correct equivalent in another. No approximations, no community-estimated ratios: the conversion is calculated from each game's engineYaw constant, producing an exact result.
The Methodology
Each game applies a unique scaling constant to raw mouse input (measured in hardware counts) before converting it to degrees of on-screen rotation. This constant is called engineYaw. The relationship is:
To produce identical physical rotation speed in two games, we solve for the target sensitivity that makes the product (sensitivity × engineYaw) equal across both engines:
The cm/360° value — the physical centimetres your mouse travels per full rotation — is derived as:
A correct conversion preserves this value exactly. The reference tables on each converter page verify this by showing cm/360° at 400, 800, and 1600 DPI for each sensitivity row.
engineYaw Constants Used
The following constants are used in all calculations on this site. They represent each game's default hipfire sensitivity scaling and have been verified through community measurement — direct testing of raw mouse input against in-game rotation — by the competitive sensitivity research community over many years.
| Game | engineYaw | Engine / Notes |
|---|---|---|
| Valorant | 0.07 | Custom (Riot engine) |
| CS2 | 0.022 | Source 2 — same as CS:GO |
| Apex Legends | 0.022 | Source engine base |
| Overwatch 2 | 0.0066 | Proprietary (Blizzard) |
| Rainbow Six Siege | 0.00573 | AnvilNext 2.0 |
| Call of Duty | 0.0066 | IW engine |
| Fortnite | 0.5709 | Unreal Engine 5 — X/Y slider only |
| Destiny 2 | 0.0222 | Tiger engine |
| Rust | 0.1 | Custom (Facepunch) |
| The Finals | 0.01745 | Unreal Engine 5 — 1° per radian |
Accuracy and Known Limitations
This converter calculates hipfire sensitivity only. The following are explicitly outside its scope:
ADS / aim-down-sights sensitivity — Each game implements ADS as a separate multiplier with its own logic. A correct ADS conversion would require per-game ADS tables and per-scope multipliers; these are not included here.
Scoped and zoom sensitivity— Valorant applies per-scope multipliers. CS2 has a “zoom sensitivity ratio” setting. These are separate from hipfire and are not calculated here.
Fortnite— The engineYaw value applies to the X-Axis and Y-Axis sensitivity sliders specifically. Fortnite's “Targeting Sensitivity” and “Scope Sensitivity” use different scaling and are not covered.
Rainbow Six Siege— This converter uses the general mouse sensitivity value. Siege's per-ADS and per-scope multipliers require separate handling.
FOV compensation — Some games calculate sensitivity in screen-space rather than angle-space, meaning the effective rotation per cm changes with field-of-view settings. Overwatch 2 is the most notable example. This converter assumes a fixed default FOV.
Results are accurate for the vast majority of players using default FOV and hipfire settings. Always test converted values in-game for a session before competitive play.
Data Sources
engineYaw constants are sourced from community measurement efforts by the competitive FPS sensitivity community — primarily through direct testing of raw mouse input (using tools that read hardware counts directly) against measured in-game rotation. This methodology has been applied and cross-verified across the community for over a decade and is the same source used by all major sensitivity conversion tools.
If you believe a constant is incorrect or a game has changed its sensitivity scaling in a recent update, contact us and we will investigate and update accordingly.
Contact
For corrections to engineYaw data, inaccurate conversions, or general feedback: hamdanisaad07@gmail.com