FPS Sensitivity Ranges by Game: What the Numbers Actually Mean (2025)

“Lower is better” is the most repeated — and most misapplied — sensitivity advice in competitive FPS. It is based on a real observation (professional players tend toward lower sensitivities) stripped of all its context. A “low” sensitivity in Overwatch 2 produces a completely different physical speed than a “low” sensitivity in Valorant. This guide breaks down typical ranges for ten titles and translates every number into cm/360° so the comparison actually makes sense.

One Rule Before Any Numbers

Never compare raw sensitivity values across games. A 3.0 sensitivity in CS2 is not a 3.0 in Overwatch 2. The only comparable measurement is cm/360° — how far your mouse physically travels on your desk for a full in-game rotation. Every range in this guide is expressed in both raw sensitivity values and cm/360° at 800 DPI. If your DPI differs, scale proportionally: 400 DPI doubles all cm/360° values; 1600 DPI halves them.

Valorant

Typical range: 0.2 – 0.8 | cm/360° at 800 DPI: 20 – 81 cm

Valorant's engineYaw of 0.07 is among the highest of any major FPS title. Small sensitivity numbers compensate for this — a value of 0.4 at 800 DPI produces 40.8 cm/360°, a moderate speed by any competitive standard.

Most competitive players land between 0.3 and 0.5 (33–54 cm/360°). The game's precise gunplay, small target hitboxes, and spray-control mechanics reward lower sensitivities that allow fine adjustments. Aggressive entry fraggers and duelists trend toward the higher end of this range; operators and support players often go lower.

A note on copying pro sensitivities: a professional player listed at “0.3” matters only if you also know their DPI. At 400 DPI, a 0.3 sensitivity is 81.6 cm/360° — very slow. At 800 DPI, 0.3 is 40.8 cm/360° — moderate. Same number, radically different speed.

CS2

Typical range: 1.0 – 3.0 | cm/360° at 800 DPI: 21 – 64 cm

CS2 inherits its engineYaw of 0.022 from CS:GO — unchanged since the original Counter-Strike. The HLTV professional player database shows most active tier-1 players clustering around 1.0–2.0 sens at 400 DPI, which translates to roughly 32–65 cm/360°.

CS2's recoil system is the main driver of low sensitivity preference. Pulling down during automatic fire with an AK-47 or M4 is more controllable when you are not fighting a crosshair that moves faster than the spray pattern. AWP players sometimes go below 1.0 — the weapon's one-shot potential rewards micro-adjustments over fast sweeps.

Apex Legends

Typical range: 1.5 – 4.0 | cm/360° at 800 DPI: 18 – 48 cm

Apex shares CS2's engineYaw (0.022) but typical player sensitivities trend noticeably higher. The game's mobility mechanics — bunny-hopping, wall-climbing legends, slide-jumps, and long-range rotations — create situations requiring fast 180° turns that punish very low sensitivities.

Most competitive players use 1.5–3.0 sens (21–48 cm/360°). Movement legends like Octane and Pathfinder favour higher values. Sniping legends and passive compositions pull lower. At 2.0 sens and 800 DPI (32 cm/360°), you sit at a reasonable midpoint that handles both close-range fights and tracking longer engagements.

Overwatch 2

Typical range: 3.0 – 10.0 | cm/360° at 800 DPI: 17 – 56 cm

Overwatch 2 uses an engineYaw of 0.0066 — about a third of CS2's. The large raw numbers this produces confuse players coming from other games; a 7.0 sensitivity in OW2 produces only about 24 cm/360° at 800 DPI. That is a fast-ish but unremarkable physical speed.

Hero role plays a significant part in preference here. Tank players with large hitboxes and area-denial kits can afford lower sensitivities. Hitscan DPS heroes like Soldier: 76 and Cassidy benefit from 25–40 cm/360° for tracking. Flank heroes and high-mobility supports — Tracer, Lucio — often push higher to enable the quick turns their playstyle demands.

One important caveat: Overwatch 2 scales sensitivity with FOV. The engineYaw constant of 0.0066 applies at the game's default 103° FOV. If you use a non-default FOV, your effective cm/360° will differ from what this converter calculates.

Rainbow Six Siege

Typical range: 5.0 – 20.0 (this scale) | cm/360° at 800 DPI: 17 – 68 cm

Siege has the lowest engineYaw in this set at 0.00573. The high raw sensitivity numbers that result from conversion reflect the game's methodical pace — deliberate room clearing, drone play, and tight-angle holding.

Most Siege players gravitate toward the lower end of the typical cm/360° range (25–45 cm) compared to faster-paced titles. The game rewards precision over speed in almost every scenario except anchor peeks. A sensitivity that is too fast makes consistent pre-aiming tight angles difficult.

Note: Siege's in-game sensitivity system includes separate horizontal and vertical sliders, ADS multipliers, and scope-specific settings. The ranges here apply to the general hip sensitivity value used in this converter; ADS and scoped sensitivities require per-operator calibration.

Call of Duty

Typical range: 5.0 – 10.0 | cm/360° at 800 DPI: 17 – 35 cm

Call of Duty shares an engineYaw of 0.0066 with Overwatch 2 but typical sensitivities trend higher, reflecting the game's extremely short time-to-kill (TTK) and run-and-gun playstyle. A sensitivity of 8.0 at 800 DPI produces roughly 21 cm/360° — fast enough to react to flanks and doorway peeks, but still controlled enough for burst-fire accuracy.

Warzone (battle royale) pulls sensitivities lower than the core multiplayer modes. Long-range sniper engagements and the slower pace of a BR match favour 25–35 cm/360° where standard multiplayer players often prefer 20–25 cm/360° for quicker reactions.

Fortnite

Typical range: 0.04 – 0.10 | cm/360° at 800 DPI: 20 – 50 cm

Fortnite's engineYaw of 0.5709 is the highest in this set — roughly 26 times CS2's. Sensitivity numbers are correspondingly tiny. A value of 0.10 at 800 DPI produces approximately 20 cm/360°, which is already fast. Most competitive players use 0.05–0.08 (28–40 cm/360°).

The game's build mode mechanic adds a dimension absent from other titles: building and editing benefit from confident, fast mouse movements, while aiming benefits from steadier control. Players often land slightly higher in the cm/360° range compared to pure aim games, accepting slightly faster sensitivity to make build/edit decisions more fluid.

Destiny 2

Typical range: 1.0 – 7.0 | cm/360° at 800 DPI: 18 – 130 cm

Destiny 2 uses an engineYaw of 0.0222 — nearly identical to CS2's 0.022. Converted sensitivities land in a familiar range for veterans of other FPS games, making it one of the easier games to transition into from a muscle memory standpoint.

The hybrid PvE/PvP nature of the game produces a wide spread in preferred sensitivities. PvE-focused players often run higher sensitivities for faster navigation through large environments. Players who focus on Trials of Osiris or other competitive PvP modes tend to sit in the 2.0–4.0 range (32–65 cm/360° at 800 DPI), which provides the precision needed for the mode's 3v3 elimination format.

Rust

Typical range: 0.2 – 0.8 | cm/360° at 800 DPI: 22 – 89 cm

Rust uses an engineYaw of 0.1, placing it between Fortnite and Valorant in rotation speed. The small raw numbers feel familiar to Valorant and Rust players alike.

Rust's combat ranges vary enormously — from melee knife fights to bolt-action sniper duels at several hundred metres. This naturally produces a wider spread of preferred sensitivities than games with more constrained engagement ranges. Bolt-action and semi-automatic rifle players typically favour 0.2–0.4 (44–89 cm/360°) for micro-adjustment precision. Close-range and roaming players trend toward 0.5–0.8 (22–35 cm/360°).

The Finals

Typical range: 1.0 – 8.0 | cm/360° at 800 DPI: 17 – 130 cm

The Finals uses an engineYaw of 0.01745 — precisely one degree per radian, a clean engineering constant. Converted values land in a range familiar from other mid-engineYaw games like CS2 and Apex.

The game's destruction mechanics and three distinct class archetypes (Light, Medium, Heavy) create genuinely different playstyle demands. Light players — fast, flanking, close-range — often prefer 2.0–5.0 (25–65 cm/360°). Heavy players holding positions and using heavy weaponry may go lower. The game's significant vertical movement and building destruction events argue against very low sensitivities that make quick vertical tracking difficult.

Practical Takeaways

If you play multiple games: Pick a cm/360° target in the 30–45 cm range (a solid competitive starting point) and use the converter on this site to find the exact equivalent in each game. Consistency across games builds durable muscle memory. Your aim does not reset when you tab between titles.

If you play one game primarily: Start in the middle of the typical range for that game. Play 10–15 hours. If you consistently overshoot targets, drop your sensitivity by 10%. If reaction speed is the limiting factor, increase by 10%. Make one change at a time and give it real time before evaluating.

Never copy a pro's raw sensitivity number alone. Always check their DPI alongside it. A 0.4 sens at 400 DPI is 81.6 cm/360° — very slow. A 0.4 sens at 800 DPI is 40.8 cm/360° — moderate. The number is meaningless without the DPI context.

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