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.
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.
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.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.
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 | Feel | Who runs it |
|---|---|---|
| 15–25 cm | Fast | Wrist aimers, arena shooters, some Apex players. Quick flicks, harder micro-control. |
| 25–40 cm | Balanced | The pro sweet spot for CS2 and Valorant. Arm-driven, precise at range. |
| 40–55 cm | Slow / precise | Heavy arm aimers, AWP/sniper-focused players. Maximum precision, big desk space needed. |
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.
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.
Different engine yaw constants make identical eDPI produce different cm/360. CS2 turns further for the same eDPI. Matching cm/360 fixes it.
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.