This Quake to Apex Legends sensitivity converter takes the sensitivity you use in Quake and returns the Apex Legends value that produces the same physical turn — the same cm/360 — on the same mouse DPI. Quake runs on a yaw of 0.022 degrees per count and Apex Legends on 0.022, so the number changes even though your arm movement does not. Example: Quake 1.5 at 800 DPI is 34.64 cm per full turn; the matching Apex Legends value is 1.50.
1.5 × (0.022 / 0.022) = 1.50. Set Apex Legends to 1.50 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: Quake uses 0.022, Apex Legends 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)Quake sens × 0.022 = Apex Legends sens × 0.022Apex Legends sens = Quake sens × (0.022 / 0.022) = Quake sens × 1The two constants are identical, so the multiplier is 1: copy your Quake value into Apex Legends unchanged. The converter still shows both cm/360 figures so you can confirm the match.
Eight common Quake values, the Apex Legends 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.
| Quake sens | Apex Legends sens | cm/360 at 400 DPI | cm/360 at 800 DPI | cm/360 at 1600 DPI |
|---|---|---|---|---|
| 0.8 | 0.80 ✱ | 129.89 cm | 64.94 cm | 32.47 cm |
| 1.0 | 1.00 | 103.91 cm | 51.95 cm | 25.98 cm |
| 1.2 | 1.20 | 86.59 cm | 43.30 cm | 21.65 cm |
| 1.5 | 1.50 | 69.27 cm | 34.64 cm | 17.32 cm |
| 1.8 | 1.80 | 57.73 cm | 28.86 cm | 14.43 cm |
| 2.0 | 2.00 | 51.95 cm | 25.98 cm | 12.99 cm |
| 2.5 | 2.50 | 41.56 cm | 20.78 cm | 10.39 cm |
| 3.0 | 3.00 | 34.64 cm | 17.32 cm | 8.66 cm |
✱ Outside the Apex Legends menu range (1 to 8). Keep the same cm/360 by changing DPI instead: halving DPI doubles the required Apex Legends value, doubling DPI halves it.
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.
Apex Legends places mouse sensitivity under Settings > Mouse/Keyboard. The slider runs from 1.0 to 8.0 and accepts one-decimal increments. Unlike most tactical shooters, Apex has a horizontal FOV slider from 70 to 110, and changing it directly affects how your sensitivity feels — a wider FOV makes the same cm/360 appear visually slower because each degree of rotation covers less screen space.
ADS sensitivity uses a per-optic multiplier system. Each magnification tier has its own multiplier that scales off your hip-fire value, so swapping a 1x Holo for a 3x Ranger changes your scoped speed automatically. There is also a global ADS Mouse Sensitivity Multiplier that scales all optics together. The most common conversion error is matching only hip-fire and ignoring the per-optic layer, leaving high-zoom scopes feeling inconsistent.
| Game | Setting | Menu range |
|---|---|---|
| Quake | Sensitivity (decimal, no fixed cap); Mouse Yaw default 0.022 | no fixed cap |
| Apex Legends | Mouse Sensitivity 1.0 - 8.0 | 1 to 8 |
Of the eight Quake values in the table above, 7 convert to a Apex Legends 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 / 0.022 = 1. Apex Legends 1.5 becomes Quake 1.50, and both sit at 34.64 cm/360 at 800 DPI. The Apex Legends to Quake converter has its own prefilled tool and table.
Keep your DPI the same and multiply your Quake value by 0.022 / 0.022 = 1. Example: Quake 1.5 becomes Apex Legends 1.50; 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.
Yes. Quake and Apex Legends both use a yaw of 0.022 degrees per count, so the same number gives the same cm/360 at the same DPI: 1.5 at 800 DPI is 34.64 cm/360 in both games. Check the cm/360 readout anyway, because DPI or a changed in-game multiplier can still break the match.
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.
It changes how the sensitivity feels visually but the raw cm/360 for hip-fire stays the same. However, if you use a converter that factors in FOV, the output will differ because the angular movement per pixel changes.
Apex uses per-optic multipliers on top of a global ADS multiplier. If your source game has a single ADS value, you need to map it to each optic tier individually or adjust the global ADS multiplier to approximate the feel.
The in-game slider snaps to one-decimal increments. For finer control, you can edit the settings config file in your profile folder, though Apex may round to the nearest supported step on next launch.