This Call of Duty to Quake sensitivity converter takes the sensitivity you use in Call of Duty and returns the Quake value that produces the same physical turn — the same cm/360 — on the same mouse DPI. Call of Duty runs on a yaw of 0.0066 degrees per count and Quake on 0.022, so the number changes even though your arm movement does not. Example: Call of Duty 6.0 at 800 DPI is 28.86 cm per full turn; the matching Quake value is 1.80.
6.0 × (0.0066 / 0.022) = 1.80. Set Quake to 1.80 and both games compute to about 28.86 cm per 360.Both games turn your view by a fixed number of degrees for every count the mouse sends, scaled by the sensitivity value you type in. That per-count constant is the yaw: Call of Duty uses 0.0066, Quake uses 0.022. Your DPI stays the same, so the only thing that has to change is the in-game number.
cm/360 = (2.54 × 360) / (DPI × sensitivity × yaw)Call of Duty sens × 0.0066 = Quake sens × 0.022Quake sens = Call of Duty sens × (0.0066 / 0.022) = Call of Duty sens × 0.3The multiplier is 0.3, so every Call of Duty value becomes a smaller number in Quake. The turn itself does not change: Quake moves more degrees per count, so it needs a smaller multiplier for the same cm/360.
Eight common Call of Duty values, the Quake value that matches each one, and the shared cm/360 at three DPI settings. Every row is computed with the formula above; the cm/360 columns are the same for both games by construction, because that is the quantity the conversion preserves.
| Call of Duty sens | Quake sens | cm/360 at 400 DPI | cm/360 at 800 DPI | cm/360 at 1600 DPI |
|---|---|---|---|---|
| 3 | 0.90 | 115.45 cm | 57.73 cm | 28.86 cm |
| 4 | 1.20 | 86.59 cm | 43.30 cm | 21.65 cm |
| 5 | 1.50 | 69.27 cm | 34.64 cm | 17.32 cm |
| 6 | 1.80 | 57.73 cm | 28.86 cm | 14.43 cm |
| 7 | 2.10 | 49.48 cm | 24.74 cm | 12.37 cm |
| 8 | 2.40 | 43.30 cm | 21.65 cm | 10.82 cm |
| 10 | 3.00 | 34.64 cm | 17.32 cm | 8.66 cm |
| 12 | 3.60 | 28.86 cm | 14.43 cm | 7.22 cm |
Call of Duty Modern Warfare III and Warzone share the same sensitivity system. The Mouse Sensitivity slider sits under Settings > Keyboard & Mouse and spans 1.00 to 20.00 with two-decimal steps. Unlike many tactical shooters, CoD also offers a dedicated FOV slider from 60 to 120, so your cm/360 is affected by both sensitivity and field of view.
ADS behavior is governed by two controls. ADS Sensitivity Multiplier (Focus) scales your sensitivity while aiming — 1.00 keeps it identical to hip-fire, and lower values slow it down. You can also choose between Relative and Legacy ADS modes. Relative maintains your cm/360 across zoom levels while Legacy applies a flat multiplier. The most common mistake when converting is leaving ADS on Legacy while the source game used a relative-style system, producing a mismatch at higher zoom optics.
Quake Champions gives you direct control over sensitivity as a raw decimal value with no hard upper limit, accessible under Settings > Controls > Mouse. The engine also exposes a Mouse Yaw variable (horizontal coefficient, defaulting to 0.022) and a matching Mouse Pitch for vertical. Most players leave yaw and pitch at defaults and only adjust the main sensitivity number, but the option exists for asymmetric tuning.
FOV in Quake Champions ranges from 80 to 130, and the game is typically played at the higher end of that range. Because the FOV range is significantly wider than most tactical shooters, converting from a game like VALORANT (fixed 103) or Siege (max 90) requires careful FOV-aware calculation. Simply matching cm/360 at different FOVs will feel wrong because the angular size of targets changes dramatically between 90 and 120.
| Game | Setting | Menu range |
|---|---|---|
| Call of Duty | Mouse Sensitivity 1.00 - 20.00 | 1 to 20 |
| Quake | Sensitivity (decimal, no fixed cap); Mouse Yaw default 0.022 | no fixed cap |
Of the eight Call of Duty values in the table above, 8 convert to a Quake value inside its menu range. If yours lands outside, keep the cm/360 and move DPI: half the DPI needs double the value, double the DPI needs half.
The reverse direction uses the inverted ratio 0.022 / 0.0066 = 3.333. Quake 1.5 becomes Call of Duty 5.00, and both sit at 34.64 cm/360 at 800 DPI. The Quake to Call of Duty converter has its own prefilled tool and table.
Keep your DPI the same and multiply your Call of Duty value by 0.0066 / 0.022 = 0.3. Example: Call of Duty 6.0 becomes Quake 1.80; at 800 DPI both give 28.86 cm per 360-degree turn. The tool above does this and prints both cm/360 values so you can check they match.
No. Call of Duty uses 0.0066 and Quake uses 0.022 degrees per count, so the same number turns your view faster in Quake: Call of Duty 6.0 at 800 DPI is 28.86 cm/360, while Quake 6.0 is 8.66 cm/360. The matching Quake value is 1.80.
Your raw cm/360 at hip-fire stays the same, but the visual perception of speed changes because more of the world is squeezed onto your screen. Some converters factor in FOV, which will produce a different output if the source and target FOVs differ.
Relative mode adjusts your ADS sensitivity based on the zoom level of each optic so that your cm/360 feels consistent across magnifications. Legacy applies a single flat multiplier regardless of zoom, which means higher-zoom scopes will feel much slower.
Yes. MW3 and Warzone share the same engine and sensitivity system. A value of 5.00 in MW3 behaves identically in Warzone as long as your other settings — FOV, ADS mode, multiplier — are also the same.
There is no hard cap. You can enter any positive decimal. The practical range depends on your DPI and how much mousepad space you have.
Yes, both default to 0.022. If you also match FOV, your cm/360 transfers directly by copying the sensitivity number.
At 130 FOV, more of the world is displayed on screen, so each degree of rotation covers fewer pixels. The actual cm/360 may be identical, but targets move across your screen faster, creating the illusion of higher sensitivity. A FOV-aware converter can compensate for this perceptual difference.