Mouse Sensitivity Converter

Convert your mouse sensitivity across 50+ games instantly. Enter your DPI and sensitivity to see your cm/360° and equivalent settings in every game.

Zero network requests. Movement data never leaves your browser.

Calculator

DPI: 100–32000 (step 100)

Sensitivity: 0–100000 (step 0.1)

Enter your DPI and sensitivity above to see results

Live Verifier

Enter your DPI and sensitivity above first

You just tested your Mouse Sensitivity Converter — Try Mouse Acceleration Detector next →

What Is a Mouse Sensitivity Converter?

Mouse sensitivity is the angular gain from physical mouse movement to in-game camera rotation. Three units describe it: cm/360 (centimeters to complete one full turn — universal, game-agnostic), in/360 (inches to complete one turn — same idea, imperial), and eDPI (effective DPI = mouse DPI × in-game sensitivity multiplier — game-specific, only comparable within the same engine). cm/360 is the only metric that survives switching games because each engine computes rotation differently from the raw mouse count: CS2's source-engine yaw constant is 0.022, Valorant uses 0.07, Apex Legends uses 0.022 with FOV-dependent scaling. The converter takes your DPI and sensitivity in the source game, multiplies by the engine yaw constant, and produces the cm/360 — then inverts the math for every target game so 35 cm/360 stays 35 cm/360 across CS2, Valorant, Apex, Overwatch 2, Fortnite, and 45+ other titles. The Live Verifier validates the math: it asks you to swipe a known physical distance and counts the rotation the OS reports, catching the common bug where someone forgets to disable Windows Enhance Pointer Precision or has a DPI value in software that disagrees with the hardware switch.

How to Use the Sensitivity Converter

Enter your mouse DPI (check your mouse software — Logitech G Hub, Razer Synapse, the Glorious Core, or your gaming-mouse OEM utility — the hardware DPI button setting overrides whatever the OS reports). Pick your source game and type your in-game sensitivity. The cm/360 shows immediately, along with equivalent values for every supported title. Use the search filter to jump to a specific game. The optional Live Verifier asks you to physically move the mouse a measured distance (typically 10 cm) and reports whether the actual rotation matches the calculated cm/360 — useful when the math says your in-game sensitivity should be 1.5 but the controller doesn't feel right. Common mismatches: a DPI button stuck on a different profile, Windows scaling >100% interfering with pointermove events in the verifier, or a game-specific FOV that changes the effective angular rate (Apex Legends scales sensitivity by the ratio of current FOV to 90°, so a 110° FOV makes the same sensitivity feel ~22% faster than at 90°).

Why Consistent Sensitivity Across Games Matters

Aim is muscle memory and muscle memory is a learned distance-to-rotation mapping. Practicing 30 cm/360 in CS2 then jumping to Valorant at 20 cm/360 forces the cerebellum to remap; both games suffer for a week while the new mapping consolidates. Professional players keep one cm/360 across their entire library precisely to avoid this — Shroud famously plays at ~34 cm/360 in every game he streams. Beyond cross-game consistency, recalibration is needed after monitor swaps because FOV changes the angle per pixel: a 24-inch 1920x1080 at 60 cm distance subtends 47.5° visually; a 32-inch 2560x1440 at 70 cm subtends 55.5°. Same cm/360 yields different perceived flick distance on screen because the target's pixel size differs. Pros recompute after monitor changes, after switching from desktop to LAN setups, and after large DPI changes — the underlying instinct is keep cm/360 fixed but verify the visual feel matches what your brain learned at the original FOV.

Frequently Asked Questions

Should I pick a high or low sensitivity to begin with?

There is no single correct number, only a trade-off. A lower sensitivity (a higher cm/360, meaning you move the mouse further for a full turn) gives finer control for precise aiming but needs more desk space and arm movement; a higher sensitivity turns faster and suits small mousepads or wrist aiming but makes tiny adjustments harder. Most competitive FPS players land somewhere around 30 to 50 cm/360 as a balance. A practical starting point: pick a value where you can comfortably flick 180 degrees without lifting the mouse, then leave it alone long enough for muscle memory to form — switching constantly is what actually holds people back.

Does my DPI or mouse polling rate change the cm/360?

Polling rate does not — it affects how often the mouse reports movement (responsiveness and latency), not how far a swipe rotates your view, so it never enters the conversion. DPI does matter, but not in the way people assume: a higher DPI is not 'more accurate', it simply means each centimetre of movement sends more counts, so you need a proportionally lower in-game sensitivity to keep the same cm/360. What you should keep constant across games is the cm/360 itself, not the DPI or the in-game number.

Do I need to turn off mouse acceleration for the converted value to feel right?

Yes. Mouse acceleration — including Windows' 'Enhance pointer precision' — makes the distance-to-rotation mapping depend on how fast you move, so a slow swipe and a fast swipe of the same length rotate your view by different amounts. That breaks the whole point of a fixed cm/360, and it is the most common reason a correctly converted sensitivity still feels off. Turn it off in your OS and make sure your in-game settings have no separate acceleration option enabled; then the value this tool gives you stays consistent.