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Valorant Sensitivity Converter

Switching from CS2, Apex Legends, Overwatch 2, Fortnite or Rainbow Six Siege to Valorant, you want to keep the same aim feel as before. This sensitivity converter converts your mouse sensitivity in a physically correct way – via the common basis of cm/360, not via crude rule-of-thumb factors. You enter the source game, sensitivity and DPI and get the matching Valorant sensitivity live, including eDPI, cm/360 and inch/360. Everything runs locally in your browser, with no login, no cookies and nothing being stored.

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Convert your mouse sensitivity from CS2, Apex, Overwatch 2, Fortnite or R6 into Valorant in a physically correct way – via cm/360. You get the matching sensitivity live, including eDPI, cm/360 and inch/360.

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Convert sensitivity

Valorant-Sensitivity
eDPI
cm/360
inch/360

The conversion keeps your physical swipe distance (cm for a 360° turn) constant. Overwatch, Fortnite and R6 use slightly different aim models – the standard aim settings apply here.

Vandal – Valorant Waffe Vandal
Phantom – Valorant Waffe Phantom
Operator – Valorant Waffe Operator
Sheriff – Valorant Waffe Sheriff

eDPI calculator & cm/360 for Valorant

Enter your Valorant sensitivity and your DPI to read off the eDPI (sensitivity × DPI) and the associated swipe distance directly. The eDPI is the best metric for comparing your sensitivity with other players, because it combines DPI and in-game sens.

eDPI (Sens × DPI)
cm/360
inch/360

You can find more background and comparison values in the Valorant eDPI guide.

What sensitivity, DPI and eDPI mean

Before you shuffle numbers back and forth, it is worth taking a clear look at the three terms that control your mouse movement in game. DPI (dots per inch) is a pure hardware setting on your mouse. It defines how many counts the sensor reports per inch of physical movement. A higher DPI means the same hand movement produces more counts and the cursor or character turns further. You set the DPI in your mouse software, not in Valorant.

Sensitivity is the multiplier inside the game. Valorant takes your mouse counts and multiplies them by your sens value to compute a turn angle. A sensitivity of 0.4 turns the camera only half as far as a sensitivity of 0.8 for the same mouse movement. Important: DPI and sensitivity work together. Anyone combining a low DPI with a high sens can achieve exactly the same aim feel as someone with high DPI and low sens – as long as the product matches.

This very product is called eDPI (effective DPI) and equals sensitivity × DPI. The eDPI is the most honest comparison figure between two players, because it bundles both dials into one number. A player with 800 DPI and sens 0.4 has an eDPI of 320 – exactly like someone with 400 DPI and sens 0.8. Both move the camera equally far for identical hand movement. So when you compare pro settings or discuss your own setting, the eDPI is the metric that matters, not the bare in-game sens alone.

In practice, a few hardware basics have proven useful and you should check them before converting so your measured sensitivity is stable at all. A DPI between 400 and 1600 is the usual range; very high values bring no advantage but only amplify sensor noise and make the cursor jitter on the smallest movements. Set the Windows pointer speed to the middle value – the sixth of eleven steps – because only there are no counts swallowed or doubled, and disable the “Enhance pointer precision” option. Inside Valorant, mouse acceleration should also be off, as should any acceleration in your mouse driver software. Only when these basics are right is your cm/360 truly constant and the conversion reliable. Otherwise your aim feel changes with movement speed: a fast turn then rotates further than a slow one over the same distance, and no formula, however exact, can compensate for that. Also check that your polling rate sits cleanly at 1000 Hz or higher so your movements arrive without noticeable delay.

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What cm/360 is – and why it forms the honest basis

The eDPI compares sensitivities reliably within the same game. As soon as you switch games, however, it is no longer enough, because every engine converts mouse movement into turn angle differently. The truly cross-game quantity is cm/360: the distance in centimetres your mouse must travel across the mousepad for your character to turn a full 360 degrees. This number is purely physical and describes exactly how much muscle movement a full turn costs.

The formula behind it is cm/360 = 360 × 2.54 ÷ (DPI × sens × yaw). The yaw value is the degrees-per-count constant of the respective game. Because cm/360 describes the same real movement regardless of game, it is the only clean basis for a conversion. That is exactly why this converter does not work with blanket factors like “times 3.18” but first determines your cm/360 in the source game and then finds the Valorant sensitivity that produces exactly the same swipe distance. This keeps your aim feel physically intact when you switch.

A low cm/360 value – around 20 cm – means a high sensitivity: a small hand movement is enough for a full turn. A high value – around 45 cm – stands for low sensitivity and large arm movements. In practice, many players additionally quote inch/360, because a large part of the international community thinks in inches. The converter shows you both so you can compare with any source.

A few concrete numbers make this tangible. At 800 DPI, a Valorant sens of 0.4 gives a cm/360 of around 40 cm, a sens of 0.3 about 54 cm and a sens of 0.6 around 27 cm. Double the DPI to 1600 and halve the sens to 0.2 at the same time, and the cm/360 stays exactly at 40 cm – the best proof that only the product of DPI and sensitivity counts, not the individual numbers. That is exactly why it is pointless to just copy a pro's in-game sens without knowing their DPI: the same “0.4” can feel like a completely different game depending on DPI. The converter above takes this recalculation entirely off your hands and instantly shows the real swipe distance in centimetres and inches for every combination. So you can not only convert your own setting but also classify it – for example whether you lean toward the calm arm aimers or the fast wrist players. If you like, note down two or three combinations and compare them calmly in the practice range instead of tweaking mid-match.

Why you should convert your sensitivity at all

Your aim is largely muscle memory. Over hundreds of hours your arm learns which movement produces which turn angle. If you switch games and simply enter a “round” number, you throw this learned relationship away. A flick that landed in CS2 suddenly misses in Valorant, because the same hand movement triggers a different turn. A correct conversion protects exactly this memory: it ensures that 20 cm of mouse movement mean the same 360° turn in both games.

This is especially valuable for switchers from CS2 and CS:GO, because many players there trained the same cm/360 for years. But a clean transfer is also worthwhile from Apex Legends, Overwatch 2, Fortnite or Rainbow Six Siege. Even if you only play another game occasionally, a consistent swipe distance across all titles helps so your aim does not have to be recalibrated with every switch. That is why many pros deliberately set their cm/360 identically across all FPS titles.

A second reason is comparison with others. If you want to recreate a streamer's setup, their bare in-game sens without DPI is worthless. Only once you know the eDPI and cm/360 can you reproduce their aim feel on your own mouse. The converter takes this math off your hands and instantly gives you the values that are truly comparable. Anyone who wants to fine-tune their setup afterwards is best off combining the conversion with a clean crosshair from the crosshair generator.

Imagine you trained a precise 180° turn in CS2 over years, one that needs exactly a hand's width of mouse movement to bring an enemy behind you in front of your gun. If you blindly enter “0.5” in Valorant because the number looks familiar, that turn suddenly no longer fits – sometimes you turn too far and look past the wall, sometimes too short and your crosshair stays next to the head. In firefights this costs you decisive fractions of a second, and over a whole ranked session many avoidable deaths. A clean conversion prevents exactly that. It is not a gimmick for stats fans but the fastest way to carry your existing skill into a new game without friction. Every hour you save from re-adapting you invest instead in real training rather than frustrating trial and error. On top of that comes a psychological effect: anyone who knows the sensitivity is objectively correct looks for mistakes where they usually lie – in positioning, timing and aim height – instead of doubting the sens again and again and changing it on a whim.

The conversion constants: yaw per game

Every game has a fixed yaw value that indicates by how many degrees the camera turns per mouse count at sensitivity 1.0. These constants are the heart of any serious conversion. The converter works with the following, verified values: Valorant 0.07, CS2 and CS:GO 0.022, Apex Legends 0.022, Overwatch 2 0.0066, Fortnite 0.005555 and Rainbow Six Siege 0.00572. That Apex uses the same yaw as CS is due to the related Source engine – an Apex sens therefore behaves like a CS sens.

From these numbers, at the same DPI, the simple relationship follows: sens_target = sens_source × yaw_source ÷ yaw_target. Because Valorant's yaw at 0.07 is about 3.18 times larger than that of CS, you divide your CS sensitivity by roughly 3.18 to get the Valorant value. The well-known example: CS2 2.0 at 800 DPI gives around 0.63 in Valorant. The calculator above yields exactly this result, and the cm/360 stays at just under 26 cm on both sides.

For three games a small warning is in order. Overwatch 2, Fortnite and Rainbow Six Siege use aim models whose effective sensitivity can additionally depend on field of view or internal multipliers. The converter assumes the usual standard aim settings and is therefore very accurate for the hip-fire turn. If a slightly different feel arises on your mouse, you are best off correcting via the cm/360 display and adjusting the Valorant sens in tiny steps until the swipe distance fits exactly.

A second worked example shows how universal the formula is. An Apex sens of 1.5 at 800 DPI corresponds, because of the identical yaw, exactly to a CS sens of 1.5 – and gives around 0.47 in Valorant. From Overwatch 2 the factor is different: because its yaw at 0.0066 is significantly smaller, an OW2 sens of 6.0 at 800 DPI becomes a Valorant sens of about 0.57. And anyone coming from Rainbow Six Siege sees how strongly the scales differ: an R6 sens of 10 at 800 DPI lands at around 0.82 in Valorant, because R6 works internally with very small yaw values. You do not have to remember these factors – the converter automatically pulls in the matching constant as soon as you choose the source game. The only important thing is that you enter the pure base sensitivity of the respective game and not a value already combined with additional options, otherwise the result shifts. Once you have determined your values cleanly, you can capture them via the share link and never have to compute them by hand again – one click copies the complete setting into the address bar.

Good Valorant values and pro settings like TenZ

There is no single perfect sensitivity, but there is a clear corridor in which almost all strong Valorant players move. As a rule of thumb, a cm/360 between about 25 and 45 centimetres applies. At 800 DPI that roughly corresponds to a Valorant sens of 0.3 to 0.6. This rather low sensitivity allows precise micro-corrections at head height – and precision matters more in Valorant than fast swirling, because most duels are decided by short, clean flicks and calm tracking.

An often-cited example is TenZ, who long played with a sensitivity around 0.35 at 1600 DPI. That gives an eDPI of about 560 and a cm/360 of around 23 cm – so at the upper edge of sensitivity, but still controlled. Other pros, like many players from the VCT, sit noticeably calmer with an eDPI between 200 and 400. The range shows: there is room for personal taste, as long as you stay in the sensible corridor and do not switch constantly.

If you want a starting point, deliberately start on the lower side, around an eDPI of 280 to 320. At 800 DPI that corresponds to a sens of 0.35 to 0.4. From there you feel your way in tenth steps. If you notice you constantly reach the edge of the mousepad when turning, it was too low. If you jerk past every headshot, it is too high. More important than the exact value is that you commit to one and keep it long enough for your muscle memory to internalise it.

A detail many overlook is the sensitivity when aiming down sights, in Valorant the “aim multiplier”. By default it is 1.0, which means your zoomed aim feels exactly like your hip-fire – for most players the best choice, because only a single muscle memory is needed and you do not have to switch between two sensitivities. For the scaling mode, the setting that keeps the aim feel constant across different fields of view is recommended, so that an Operator scope does not suddenly react completely differently from your Vandal. As for pure sensitivity, a simple relationship applies: a lower value rewards steady hands and clean pre-aiming at head height, a higher one allows fast 180° turns against enemies behind you and quick close combat. Most pros deliberately sacrifice the fast turn in favour of precision, because a missed first shot weighs more heavily in Valorant than a slow turn – with a hit zone at the head that decides between life and death, every millimetre counts. That is exactly why the trend has clearly been toward calm, low settings for years, ones that can be reliably controlled with a little practice.

Tips for the switch and targeted aim training

After the conversion the actually important part begins: transferring the new setting stably into your skill. Keep your cm/360 identical across all games if you play several FPS titles. That way every hour – no matter which game – trains the same muscle memory, instead of competing movement patterns overlapping. Note down your target values for eDPI and cm/360 so you can enter them again immediately after a reinstall or on another PC.

Resist the temptation to constantly change the sensitivity. Every change resets your feel, and a bad day is almost never due to the sens but to concentration, sleep or positioning. Give a setting at least one to two weeks of serious play before you judge. If you really want to adjust, change in tiny steps and only one thing at a time – either DPI or in-game sens, not both at once, otherwise you cannot cleanly attribute the effect.

Targeted practice speeds up the adjustment enormously. A few minutes of warming up in the practice range before every session, combined with structured drills for flicks, tracking and reaction, anchor the new swipe distance quickly. You can find concrete routines and practice plans in the guide to Valorant aim training. When you bring together your converted sens, a calm crosshair and a fixed warmup, you have the three biggest dials for consistent aiming under control.

Your hardware and posture also help decide how well a low sensitivity works at all. Anyone playing with 30 to 45 centimetres per turn aims mostly from the arm and needs a sufficiently large mousepad for it – otherwise a small pad constantly forces you to lift and reposition, which is fatal in the middle of a duel. Also pay attention to an even grip in which the palm rests loosely, and to lifting the mouse cleanly to reposition instead of dragging it across the pad. These basics sound trivial but make the difference between a sensitivity that fits on paper and one that really feels controlled in real duels. In addition, it is worth testing the new setting not only in the aim trainer but specifically in real situations: play a few rounds of deathmatch that deliberately include wide turns and close-quarters combat, and watch whether you reach the edge of the mousepad or overturn targets. After one or two sessions you will know for sure whether the converted sens fits or whether you should fine-tune it by a few hundredths. Then keep changes small and give each variant enough time before you turn again.

Frequently asked questions about the sensitivity converter

Which Valorant sensitivity matches CS2 2.0 at 800 DPI?

About 0.63. The converter divides your CS sensitivity by roughly 3.18, because Valorant's yaw (0.07) is so much larger than that of CS (0.022). At 800 DPI the cm/360 stays at just under 26 centimetres in both games – so your aim feel transfers one to one.

Should I play high or low sensitivity?

For Valorant a rather low sensitivity has proven itself, around a cm/360 between 25 and 45 centimetres (roughly sens 0.3 to 0.6 at 800 DPI). Lower values allow more precise corrections at head height. What matters is that you stick with one setting and train it instead of switching constantly.

Why does my result differ slightly from other calculators?

Small differences arise from rounding and minimally different yaw constants. This converter uses the common standard values and keeps the cm/360 exactly constant. Deviations are typically in the range of the third decimal place and are not noticeable in game.

Does a different DPI change my cm/360?

Only if you do not adjust the in-game sens along with it. cm/360 depends on the product of DPI and sensitivity. Double the DPI and halve the sens, and your swipe distance stays identical. That is exactly why the eDPI (sens × DPI) is the decisive comparison figure, not the DPI alone.

Is the conversion exact for Rainbow Six and Fortnite?

For the normal hip-fire turn yes, provided you use the standard aim settings. Overwatch 2, Fortnite and R6 use aim models whose feel can additionally depend on field of view or internal multipliers. For deviations, fine-tune the Valorant sens in small steps via the cm/360 display.

Are my inputs stored?

No. No cookies, no local storage and no login are used. Your current state is only in the address bar after the hash sign. Via “Copy share link” you save exactly this address and can pass on your setup or save it as a bookmark.

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