Valorant to CS2 sens in seconds: multiply your Valorant sens by 3.1818 at the same DPI, or by 0.3143 for CS2 to Valorant. Includes a two-way converter, 800 and 1,600 DPI charts and scope tips for the AWP and Operator.
Last updated: October 10, 2026

To convert Valorant to CS2 sens, multiply your Valorant sens by 3.1818 while keeping the same DPI in both games. For CS2 to Valorant sens, divide by 3.1818 – the same as multiplying by 0.3143. Example: Valorant 0.4 at 800 DPI equals CS2 1.273, and both give you 40.8 cm per 360° turn. CS2 2.0 equals Valorant 0.629.
Coming over from Counter-Strike and want your aim to feel the same in Valorant? Or do you play Valorant and jump into CS2 now and then? Either way you need a correct Valorant to CS2 sens conversion. The two games rotate the camera by a different angle per mouse count, which is why the same number feels roughly three times slower in CS2. Below you’ll find a two-way converter, charts for 800 and 1,600 DPI, the formula and where it comes from, and why AWP and Operator scope sensitivity need their own setting. To compare several games at once, use our sensitivity converter for all games.
Pick a direction, enter your sens and mouse DPI, and the result updates instantly. When you flip the direction, the last result becomes the new input, so you can convert back and forth without retyping. The copy button grabs the value with a dot as the decimal separator – exactly what the CS2 console (sensitivity 1.273) and the Valorant menu expect.
The conversion keeps your hipfire turn distance (cm/360) identical. ADS, scope and zoom values are set separately – see below.
The math is shorter than most converters make it look. As long as your DPI stays the same:
A worked example: you play Valorant at 0.35 with 800 DPI. 0.35 × 3.1818 = 1.114, so that’s your CS2 value. The check: 360 ÷ (800 × 0.35 × 0.07) × 2.54 = 46.7 cm in Valorant, and 360 ÷ (800 × 1.114 × 0.022) × 2.54 = 46.7 cm in CS2. Same hand movement, same turn.
Every game has a yaw value: the angle in degrees the camera turns per mouse count at sens 1.0. The common converters measure Valorant at 0.07° and CS2 at 0.022°, which is the default of the m_yaw console variable that CS2 inherited from CS:GO. 0.07 ÷ 0.022 = 3.1818. Keep in mind that neither Riot nor Valve publishes these figures officially. They are measured standard values that match across csdb.gg, senslab.pro, KovaaK’s and other tools.
If you ever changed m_yaw in CS2, the factor no longer applies. Check it in the console: if it reads 0.022, you’re fine. Mouse acceleration should be off in both games, otherwise the turn distance depends on how fast you move and no formula can carry it over cleanly.
These charts list common Valorant values and the matching CS2 sens. The cm/360 column applies to both games, because that distance is exactly what the conversion keeps constant. Every value was recalculated with yaw 0.07 and 0.022 and rounded to three decimals.
| Valorant sens | eDPI | cm/360 | CS2 sens |
|---|---|---|---|
| 0.20 | 160 | 81.6 | 0.636 |
| 0.25 | 200 | 65.3 | 0.795 |
| 0.30 | 240 | 54.4 | 0.955 |
| 0.35 | 280 | 46.7 | 1.114 |
| 0.40 | 320 | 40.8 | 1.273 |
| 0.45 | 360 | 36.3 | 1.432 |
| 0.50 | 400 | 32.7 | 1.591 |
| 0.55 | 440 | 29.7 | 1.750 |
| 0.60 | 480 | 27.2 | 1.909 |
At 1,600 DPI you need half the in-game sens for the same turn distance. Valorant 0.2 at 1,600 DPI therefore feels identical to 0.4 at 800 DPI – and lands at 0.636 in CS2.
| Valorant sens | eDPI | cm/360 | CS2 sens |
|---|---|---|---|
| 0.10 | 160 | 81.6 | 0.318 |
| 0.125 | 200 | 65.3 | 0.398 |
| 0.15 | 240 | 54.4 | 0.477 |
| 0.175 | 280 | 46.7 | 0.557 |
| 0.20 | 320 | 40.8 | 0.636 |
| 0.225 | 360 | 36.3 | 0.716 |
| 0.25 | 400 | 32.7 | 0.795 |
| 0.30 | 480 | 27.2 | 0.955 |
The charts also show where typical Valorant ranges end up in CS2: 0.2 to 0.6 at 800 DPI translates to roughly 0.64 to 1.91 in CS2. If you play well above 2.0 in CS2, you’ll land above 0.63 in Valorant, which is on the fast side for Valorant. Our eDPI guide shows how that compares with pro players.
For players switching from Counter-Strike, here’s the reverse direction with common CS2 values. The Valorant sens applies at the same DPI; the two columns on the right show how long your 360° turn is at 800 and at 1,600 DPI.
| CS2 sens | Valorant sens | cm/360 at 800 DPI | cm/360 at 1,600 DPI |
|---|---|---|---|
| 0.8 | 0.251 | 64.9 | 32.5 |
| 1.0 | 0.314 | 52.0 | 26.0 |
| 1.2 | 0.377 | 43.3 | 21.6 |
| 1.5 | 0.471 | 34.6 | 17.3 |
| 1.8 | 0.566 | 28.9 | 14.4 |
| 2.0 | 0.629 | 26.0 | 13.0 |
| 2.2 | 0.691 | 23.6 | 11.8 |
| 2.5 | 0.786 | 20.8 | 10.4 |
| 3.0 | 0.943 | 17.3 | 8.7 |
A frequent case is CS2 2.0 at 800 DPI: that’s Valorant 0.629 and 26.0 cm per turn. Rounding to 0.63 changes it by about 0.2%, which you won’t notice.
Yes, for hipfire. When CS2 replaced CS:GO in 2023, it kept the 0.022 yaw unchanged. Your old CS:GO sens works 1:1 in CS2, and every number on this page applies to “CS:GO to Valorant” as well. Older Source games use 0.022 by default too. If you still have a note with your CS:GO config, you can type it straight into the converter above.
Things are different for settings that shift the baseline: a modified m_yaw or acceleration in your mouse software changes the result. When in doubt, measure once: put a ruler next to your mousepad, do a full 360° in CS2 and compare the distance with the cm/360 value from the converter.
The 3.18 factor only covers your normal, unzoomed sens. Scopes use separate settings in both games:
CS2 controls scoped sensitivity with zoom_sensitivity_ratio (default 1). The AWP and Scout have two zoom levels; among rifles, only the AUG and SG 553 have scopes. This value is not multiplied by 3.18.
Valorant separates the Scoped Sensitivity Multiplier (snipers) from the ADS Sensitivity Multiplier (rifles, SMGs). Both default to 1.0 and work relative to your normal sens.
In Valorant the Operator has two zoom levels at 2.5× and 5×, while the Marshal and Outlaw zoom 3.5×. The fixed 103° horizontal field of view is divided linearly: the Operator’s first zoom leaves about 41.2°, the second 20.6°.



The default of 1.0 means a movement from the crosshair to the edge of the screen feels the same scoped and unscoped. If you want small corrections right at the crosshair to travel the same distance instead, the math says about 0.747 for the Operator’s first zoom and 0.731 for the Marshal and Outlaw. Many pros still stay at 1.0.
Same cm/360 means your hand travels the same distance for the same turn. Even so, the sens can feel unfamiliar at first. There are three reasons that have nothing to do with the number:
Valorant shows a fixed 103° horizontally at 16:9. Community measurements put CS2 at about 106° (not officially confirmed). A wider image makes the same turn look slightly slower.
Some CS players use 4:3 stretched. In Valorant that doesn’t add field of view, and according to settings guides it doesn’t make enemies wider either – “Fill” mainly stretches the HUD, crosshair and weapon there. Details in our stretched res guide.
Different head heights, angles and recoil patterns: your muscle memory for sprays and peeks comes from CS2 and has to recalibrate.
If you played stretched in CS2, enemies look narrower in Valorant at 16:9. The turn distance is still the same, and that’s what your muscle memory relies on. The perceived speed is something you get used to – a completely new sens, on the other hand, would reset your muscle memory.
To see which sens, DPI and crosshair values pros currently use, check our Valorant pro settings.
Playing other shooters too? Each game pair has its own page with a converter, charts and the zoom quirks of that game.
Same factor as CS2 (yaw 0.022), plus the ADS multiplier, optics and the FOV slider.
Factor 10.61, zoom sensitivity for Widowmaker, Ana and Ashe, and the link to Call of Duty.
Fortnite works in percent – factor 12.6 plus the X/Y, targeting and scope sliders.
Valorant to CS2: multiply by 3.1818. CS2 to Valorant: multiply by 0.3143. With the same DPI and acceleration turned off, that’s the whole formula. Your CS:GO sens carries over to CS2 unchanged. Scopes and ADS are not part of the conversion: start Valorant with a Scoped multiplier of 1.0 and only move toward 0.75 if the Operator feels too fast at the crosshair. And give your arm a few sessions before you touch the number.
At the same DPI, CS2 2.0 equals a Valorant sens of 0.629 (2.0 × 0.3143). At 800 DPI that’s 26.0 cm per 360° turn, at 1,600 DPI 13.0 cm. Rounding to 0.63 makes no noticeable difference.
Valorant 1.0 equals a CS2 sens of 3.18 (precisely 3.1818) at the same DPI. That comes from the measured yaw values of 0.07 for Valorant and 0.022 for CS2.
Yes. CS2 kept the 0.022 default yaw from CS:GO, so your old CS:GO sens carries over 1:1. That holds as long as you haven’t changed m_yaw.
No. The 3.1818 factor applies as long as you use the same DPI in both games. If you change your DPI, recalculate the sens so your cm/360 stays the same.
Not with the 3.18 factor – scoped values are set separately in each game. In Valorant, start with a Scoped Sensitivity Multiplier of 1.0. If you want the exact same feel at the crosshair as unscoped, the calculated value for the Operator’s first zoom is about 0.747.
No, 0.4 at 800 DPI is a middle-of-the-road value: 320 eDPI and about 40.8 cm per 360° turn. In CS2 that equals a sens of 1.273.
Divide 914.4 by (cm/360 × DPI × 0.07). For 40 cm at 800 DPI that’s 914.4 ÷ (40 × 800 × 0.07) = 0.408.
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