This Fortnite to Quake sensitivity converter takes the sensitivity you use in Fortnite and returns the Quake value that produces the same physical turn — the same cm/360 — on the same mouse DPI. Fortnite runs on a yaw of 0.005555 degrees per count and Quake on 0.022, so the number changes even though your arm movement does not. Example: Fortnite 7.5% at 800 DPI is 27.43 cm per full turn; the matching Quake value is 1.89.
7.5 × (0.005555 / 0.022) = 1.89. Set Quake to 1.89 and both games compute to about 27.43 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: Fortnite uses 0.005555, 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)Fortnite sens × 0.005555 = Quake sens × 0.022Quake sens = Fortnite sens × (0.005555 / 0.022) = Fortnite sens × 0.2525The multiplier is 0.2525, so every Fortnite 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 Fortnite 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.
| Fortnite sens | Quake sens | cm/360 at 400 DPI | cm/360 at 800 DPI | cm/360 at 1600 DPI |
|---|---|---|---|---|
| 4% | 1.01 | 102.88 cm | 51.44 cm | 25.72 cm |
| 5% | 1.26 | 82.30 cm | 41.15 cm | 20.58 cm |
| 6% | 1.52 | 68.59 cm | 34.29 cm | 17.15 cm |
| 7% | 1.77 | 58.79 cm | 29.39 cm | 14.70 cm |
| 8% | 2.02 | 51.44 cm | 25.72 cm | 12.86 cm |
| 9% | 2.27 | 45.72 cm | 22.86 cm | 11.43 cm |
| 10% | 2.52 | 41.15 cm | 20.58 cm | 10.29 cm |
| 12% | 3.03 | 34.29 cm | 17.15 cm | 8.57 cm |
Fortnite separates horizontal and vertical aim into X-Axis Sensitivity and Y-Axis Sensitivity, each expressed as a percentage from 1% to 100%. You will find these under Settings > Mouse and Keyboard. Most players keep X and Y identical, but Fortnite does allow independent tuning if you prefer slower vertical movement for recoil control.
Targeting and scoped aim each have their own percentage slider. Mouse Targeting Sensitivity scales your sensitivity while holding ADS on non-scoped weapons, and Mouse Scope Sensitivity applies to zoomed optics. These multiply against your base X/Y value. Fortnite also uses a fixed 80-degree vertical FOV in standard playlists. Because the sensitivity scale is percentage-based rather than a raw multiplier, converters need to translate from the source game's unit system into Fortnite's percentage — a step that often trips up new players who paste a raw decimal.
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 |
|---|---|---|
| Fortnite | X-Axis Sensitivity / Y-Axis Sensitivity 1% - 100% | 1 to 100 |
| Quake | Sensitivity (decimal, no fixed cap); Mouse Yaw default 0.022 | no fixed cap |
Of the eight Fortnite 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 / 0.005555 = 3.96. Quake 1.5 becomes Fortnite 5.94%, and both sit at 34.64 cm/360 at 800 DPI. The Quake to Fortnite converter has its own prefilled tool and table.
Keep your DPI the same and multiply your Fortnite value by 0.005555 / 0.022 = 0.2525. Example: Fortnite 7.5% becomes Quake 1.89; at 800 DPI both give 27.43 cm per 360-degree turn. The tool above does this and prints both cm/360 values so you can check they match.
No. Fortnite uses 0.005555 and Quake uses 0.022 degrees per count, so the same number turns your view faster in Quake: Fortnite 7.5% at 800 DPI is 27.43 cm/360, while Quake 7.5 is 6.93 cm/360. The matching Quake value is 1.89.
Fortnite expresses sensitivity as a percentage of its internal maximum turn rate. When converting from a game that uses raw multipliers, you need to translate through cm/360 rather than pasting the number directly.
Building and editing sensitivity sliders are unique to Fortnite and have no equivalent in other shooters. Only your X/Y aim, targeting, and scope sensitivities carry over from a conversion.
Standard playlists use a fixed FOV. Some limited-time modes or creative maps may adjust FOV, but for conversion purposes you should use the default value.
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.