This Call of Duty to Valorant sensitivity converter takes the sensitivity you use in Call of Duty and returns the Valorant 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 Valorant on 0.07, 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 Valorant value is 0.57.
6.0 × (0.0066 / 0.07) = 0.57. Set Valorant to 0.57 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, Valorant uses 0.07. 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 = Valorant sens × 0.07Valorant sens = Call of Duty sens × (0.0066 / 0.07) = Call of Duty sens × 0.09429The multiplier is 0.09429, so every Call of Duty value becomes a smaller number in Valorant. The turn itself does not change: Valorant moves more degrees per count, so it needs a smaller multiplier for the same cm/360.
Eight common Call of Duty values, the Valorant 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 | Valorant sens | cm/360 at 400 DPI | cm/360 at 800 DPI | cm/360 at 1600 DPI |
|---|---|---|---|---|
| 3 | 0.28 | 115.45 cm | 57.73 cm | 28.86 cm |
| 4 | 0.38 | 86.59 cm | 43.30 cm | 21.65 cm |
| 5 | 0.47 | 69.27 cm | 34.64 cm | 17.32 cm |
| 6 | 0.57 | 57.73 cm | 28.86 cm | 14.43 cm |
| 7 | 0.66 | 49.48 cm | 24.74 cm | 12.37 cm |
| 8 | 0.75 | 43.30 cm | 21.65 cm | 10.82 cm |
| 10 | 0.94 | 34.64 cm | 17.32 cm | 8.66 cm |
| 12 | 1.13 | 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.
In VALORANT, your aim sensitivity lives under Settings > General > Mouse. The slider labeled Sensitivity: Aim accepts values from 0.1 up to 100 with two-decimal precision, so you can dial in something like 0.35 without rounding issues. VALORANT uses a fixed 103-degree horizontal field of view with no FOV slider at all, which simplifies cross-game conversions because there is no FOV variable to match.
Scoped sensitivity is handled by a separate Scoped Sensitivity Multiplier that scales from 0 to 1. At 1.0 your scoped aim moves at the same speed as hip-fire; lower values slow the reticle while zoomed. When converting from another title, the most common mistake is ignoring this multiplier and only matching the base value. That leaves your Operator or Marshal scope feeling wildly off.
| Game | Setting | Menu range |
|---|---|---|
| Call of Duty | Mouse Sensitivity 1.00 - 20.00 | 1 to 20 |
| Valorant | Sensitivity: Aim 0.1 - 100 | 0.1 to 100 |
Of the eight Call of Duty values in the table above, 8 convert to a Valorant 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 0.07 / 0.0066 = 10.61. Valorant 0.4 becomes Call of Duty 4.24, and both sit at 40.82 cm/360 at 800 DPI. The Valorant 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 / 0.07 = 0.09429. Example: Call of Duty 6.0 becomes Valorant 0.57; 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 Valorant uses 0.07 degrees per count, so the same number turns your view faster in Valorant: Call of Duty 6.0 at 800 DPI is 28.86 cm/360, while Valorant 6.0 is 2.72 cm/360. The matching Valorant value is 0.57.
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.
VALORANT locks FOV at 103 degrees. If your source game used a different FOV, the visual speed of camera rotation will feel different even at identical cm/360. Give yourself a few minutes of warm-up to adjust to the visual difference.
Yes. The scoped multiplier only affects zoomed weapons like the Operator and Marshal. If your source game has separate ADS values, convert the zoom sensitivity on its own rather than relying on the base conversion alone.
The in-game slider displays two decimal places, but you can edit the settings config file directly to get finer values. This is useful when a conversion produces a number like 0.3467 that the slider would round.