Apex Legends to Call of Duty Sensitivity Converter

To match your Apex Legends sensitivity in Call of Duty, multiply your current value by 3.333333. For example, a sensitivity of 2.0 in Apex Legends equals 6.667 in Call of Duty.

This converter compares internal game engine scaling constants (Apex Legends: 0.022 · Call of Duty: 0.0066) to maintain your exact physical 360° distance (cm/360°) and muscle memory across both titles.

Pro PlayerDPIApex Legends Sens (eDPI)Call of Duty Equivalent (eDPI)cm/360°
ImperialHal8001.6 (1280 eDPI)5.333 (4266.4 eDPI)32.5 cm
SweetTA8001.3 (1040 eDPI)4.333 (3466.4 eDPI)40 cm
Genburten4002 (800 eDPI)6.667 (2666.8 eDPI)52 cm
Apex Legends SensCall of Duty Senscm/360° · 400 DPIcm/360° · 800 DPIcm/360° · 1600 DPI
1.5569.3 cm34.6 cm17.3 cm
26.66752 cm26 cm13 cm
2.58.33341.6 cm20.8 cm10.4 cm
31034.6 cm17.3 cm8.7 cm
413.33326 cm13 cm6.5 cm

Apex Legends Engine & FOV Characteristics

Engine: Modified Source Engine (engineYaw: 0.022)
Field of View: 70° to 110° Configurable FOV Slider

Apex Legends allows setting FOV up to 110°. Expanding FOV decreases perceived sensitivity in the center of the screen, making high-speed tracking and close-range 1v1s feel smoother and more controlled.

Call of Duty Engine & FOV Characteristics

Engine: IW Engine (Modern Warfare / Warzone) (engineYaw: 0.0066)
Field of View: 60° to 120° FOV Slider (Affected / Independent ADS)

CoD lets players select between "Affected" ADS FOV (where zoom scales with overall FOV) and "Independent" ADS FOV (which locks ADS zoom level). "Affected" preserves target tracking speed during ADS.

Apex Legends Sensitivity Scale

Apex Legends shares CS2's engineYaw of 0.022 but players tend to run slightly higher sensitivities — usually 1.5–4.0 — to keep up with the game's faster movement speed, bunny-hopping, and close-range finisher mechanics.

Call of Duty Sensitivity Scale

Call of Duty shares an engineYaw of 0.0066 with Overwatch 2 but its in-game scale trends higher. Sensitivities from 5.0 to 10.0 are common, balancing fast target acquisition for run-and-gun play with enough control to manage recoil.