This Overwatch 2 to Valorant sensitivity converter takes the sensitivity you use in Overwatch 2 and returns the Valorant value that produces the same physical turn — the same cm/360 — on the same mouse DPI. Overwatch 2 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: Overwatch 2 5.0 at 800 DPI is 34.64 cm per full turn; the matching Valorant value is 0.47.
5.0 × (0.0066 / 0.07) = 0.47. Set Valorant to 0.47 and both games compute to about 34.64 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: Overwatch 2 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)Overwatch 2 sens × 0.0066 = Valorant sens × 0.07Valorant sens = Overwatch 2 sens × (0.0066 / 0.07) = Overwatch 2 sens × 0.09429The multiplier is 0.09429, so every Overwatch 2 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 Overwatch 2 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.
| Overwatch 2 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 |
| 9 | 0.85 | 38.48 cm | 19.24 cm | 9.62 cm |
| 10 | 0.94 | 34.64 cm | 17.32 cm | 8.66 cm |
Overwatch 2 stores mouse sensitivity under Options > Controls > General. The sensitivity slider ranges from 1.00 to 100.00 with two-decimal granularity. Like VALORANT, OW2 uses a fixed 103-degree horizontal FOV that cannot be changed, removing one variable from cross-game conversions.
Heroes with scoped or zoomed abilities — Widowmaker, Ashe, Ana — have a separate Relative Aim Sensitivity While Zoomed slider (0%-100%) found in each hero's individual control section. At 100% the underlying sensitivity is unchanged, but the zoom FOV reduction still makes the view feel slower. There is also a High Precision Mouse Input toggle in gameplay settings; enabling it feeds sub-pixel data to the engine and can eliminate micro-stuttering in aim.
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 |
|---|---|---|
| Overwatch 2 | Sensitivity 1.00 - 100.00 | 1 to 100 |
| Valorant | Sensitivity: Aim 0.1 - 100 | 0.1 to 100 |
Of the eight Overwatch 2 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 Overwatch 2 4.24, and both sit at 40.82 cm/360 at 800 DPI. The Valorant to Overwatch 2 converter has its own prefilled tool and table.
Keep your DPI the same and multiply your Overwatch 2 value by 0.0066 / 0.07 = 0.09429. Example: Overwatch 2 5.0 becomes Valorant 0.47; at 800 DPI both give 34.64 cm per 360-degree turn. The tool above does this and prints both cm/360 values so you can check they match.
No. Overwatch 2 uses 0.0066 and Valorant uses 0.07 degrees per count, so the same number turns your view faster in Valorant: Overwatch 2 5.0 at 800 DPI is 34.64 cm/360, while Valorant 5.0 is 3.27 cm/360. The matching Valorant value is 0.47.
No. Overwatch 2 locks horizontal FOV at 103 degrees for all players. This means your cm/360 depends only on DPI and the in-game sensitivity value.
Per-hero. Each hero with a zoom ability has their own Relative Aim Sensitivity While Zoomed slider, so you need to set or convert them individually.
The two games use different yaw constants. Even though both have a 103-degree FOV, the same numeric sensitivity value produces a different cm/360 in each title. Use a converter to translate the value correctly.
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.