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Monitor-Distance Sensitivity Converter (cm/360 Match)

By Mustafa Bilgic, FPS gaming enthusiast (Adiyaman, Turkiye) — last updated 25 June 2026.

Copying a pro's in-game sensitivity from CS2 into Valorant gives you the wrong feel, because the two engines use different yaw constants. The right way to carry your aim between games is monitor-distance matching — usually 0%, which keeps your cm/360 identical. Pick your source game and sensitivity, your DPI, and the target game, and this tool outputs the matched sensitivity plus the cm/360 they share.

Target sensitivity
Shared cm/360
Target eDPI
▶ Open the cm/360 calculator

This is a 0% monitor-distance (360-distance) converter, the same method serious players use to keep one feel across every shooter they touch. Because it matches the full-rotation hand sweep, your flicks and spins transfer cleanly even though the games' raw sensitivity numbers look nothing alike. Everything runs locally in your browser — nothing is uploaded.

Worked check. CS2 at 800 DPI, 1.0 sens is roughly 51.95 cm/360. Converted to Valorant it lands near 0.314 sens — a very different number that produces the same arm movement. Copying "1.0" straight into Valorant (which would be far faster) breaks your feel.

Why you cannot just copy the number

Every FPS multiplies your DPI counts by an internal yaw constant to decide how far the view rotates. CS2/Source uses 0.022 degrees per count at sensitivity 1.0; Valorant's effective yaw is about 0.07; Overwatch is far lower. So the same eDPI sweeps a different number of degrees in each game. The only invariant that reflects real arm movement is cm/360 — centimetres of mouse travel for one full turn. Match that, and the games feel the same in your hand even if every slider reads differently.

How the conversion works

The tool first computes your source cm/360: cm360 = (2.54 × 360) / (DPI × sens × yaw_from). Then it solves for the target sensitivity that produces the identical cm/360: sens_to = (2.54 × 360) / (DPI × cm360 × yaw_to), which simplifies to scaling by the yaw ratio. The 2.54 converts inches to centimetres. Because cm/360 is held constant, your full-rotation muscle memory carries over perfectly — that is the entire point of 0% matching.

cm/360 reference ranges

cm/360FeelWho runs it
15–25 cmFastWrist aimers, arena shooters, some Apex players. Quick flicks, harder micro-control.
25–40 cmBalancedThe pro sweet spot for CS2 and Valorant. Arm-driven, precise at range.
40–55 cmSlow / preciseHeavy arm aimers, AWP/sniper-focused players. Maximum precision, big desk space needed.

How to use this when switching games

Frequently asked questions

What does monitor distance 0% mean?

It keeps the same physical hand sweep for a full 360-degree turn across games or FOVs, preserving full-rotation muscle memory. The cm/360 stays identical.

Convert by eDPI or monitor distance?

eDPI only works inside one game. To carry real feel between games, convert by cm/360 (monitor distance 0%), which is what this tool does.

Why does the same eDPI feel faster in CS2 than Valorant?

Different engine yaw constants make identical eDPI produce different cm/360. CS2 turns further for the same eDPI. Matching cm/360 fixes it.

What is a good cm/360?

Tac-shooter pros sit 25–45 cm, often 30–40. Faster shooters trend lower (15–30). Lower is faster. Pick one and keep it constant.

Sources

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