The Finals to Marvel Rivals Sensitivity Converter

To match your The Finals sensitivity in Marvel Rivals, multiply your current value by 2.643939. For example, a sensitivity of 2.0 in The Finals equals 5.288 in Marvel Rivals.

This converter compares internal game engine scaling constants (The Finals: 0.01745 · Marvel Rivals: 0.0066) to maintain your exact physical 360° distance (cm/360°) and muscle memory across both titles.

Pro PlayerDPIThe Finals Sens (eDPI)Marvel Rivals Equivalent (eDPI)cm/360°
Shroud8003.5 (2800 eDPI)9.254 (7403.2 eDPI)18.7 cm
TimTheTatman8005 (4000 eDPI)13.22 (10576 eDPI)13.1 cm
The Finals SensMarvel Rivals Senscm/360° · 400 DPIcm/360° · 800 DPIcm/360° · 1600 DPI
12.644131 cm65.5 cm32.8 cm
25.28865.5 cm32.8 cm16.4 cm
37.93243.7 cm21.8 cm10.9 cm
513.2226.2 cm13.1 cm6.6 cm
821.15216.4 cm8.2 cm4.1 cm

The Finals Engine & FOV Characteristics

Engine: Unreal Engine 5 (engineYaw: 0.01745)
Field of View: 71° to 100° Vertical FOV

The Finals engineYaw (0.01745) corresponds to 1 degree per radian. High movement mobility classes (Light) benefit from faster sensitivities (~30 cm/360°), whereas Heavy classes favor lower sensitivities.

Marvel Rivals Engine & FOV Characteristics

Engine: Unreal Engine 5 (engineYaw: 0.0066)
Field of View: 80° to 103° Horizontal FOV

Marvel Rivals uses UE5 with mouse yaw scaling identical to Overwatch 2 (0.0066). Sensitivities transfer 1:1 between Overwatch 2 and Marvel Rivals.

The Finals Sensitivity Scale

The Finals uses an engineYaw of 0.01745 — precisely one degree per radian — a clean engineering constant. Sensitivities from 1.0 to 8.0 cover most playstyles, with higher values suiting the game's fast vertical movement and building-destruction chaos.

Marvel Rivals Sensitivity Scale

Marvel Rivals features fast superhero mobility and flying heroes (Iron Man, Storm). Higher sensitivities (4.0–8.0) are recommended for tank/flanker heroes, while lower values suit hitscan heroes (Punisher, Hela).