This Quake to CS2 sensitivity converter takes the sensitivity you use in Quake and returns the CS2 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 CS2 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 CS2 value is 1.50.
1.5 × (0.022 / 0.022) = 1.50. Set CS2 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, CS2 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 = CS2 sens × 0.022CS2 sens = Quake sens × (0.022 / 0.022) = Quake sens × 1The two constants are identical, so the multiplier is 1: copy your Quake value into CS2 unchanged. The converter still shows both cm/360 figures so you can confirm the match.
Eight common Quake values, the CS2 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 | CS2 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 |
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.
Counter-Strike 2 exposes mouse sensitivity through Settings > Game > Mouse Sensitivity, where the in-game slider spans 0.10 to 8.00. You can bypass that cap with the console command sensitivity followed by any decimal value, giving you virtually unlimited precision. CS2 uses a fixed horizontal FOV of roughly 106 degrees with no way to change it, so conversions only need to account for the sensitivity coefficient and DPI.
Zoom sensitivity is controlled by zoom_sensitivity_ratio_mouse, which ranges from 0.1 to 3.0 in the menu. A value of 1.0 does not mean scoped and hip-fire feel identical — the zoom FOV reduction already slows the view, so 1.0 simply preserves the underlying ratio. Many players moving from VALORANT set this to 1.0 and wonder why scoping feels slower than expected.
| Game | Setting | Menu range |
|---|---|---|
| Quake | Sensitivity (decimal, no fixed cap); Mouse Yaw default 0.022 | no fixed cap |
| CS2 | Mouse Sensitivity 0.10 - 8.00 (menu); unlimited via console | 0.1 to 8 |
Of the eight Quake values in the table above, 8 convert to a CS2 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. CS2 1.0 becomes Quake 1.00, and both sit at 51.95 cm/360 at 800 DPI. The CS2 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 CS2 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 CS2 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.
Yes. CS2 uses the same yaw value as CS:GO, so any sensitivity you used in CS:GO will produce the exact same cm/360 in CS2 without conversion.
The UI slider has a fixed range of 0.10 to 8.00 for most players. You can set any value above or below that range by typing the sensitivity command directly into the developer console.
It multiplies your base sensitivity while scoped. At 1.0, the underlying sensitivity value stays the same, but the narrowed FOV of the scope still makes your view turn more slowly per centimeter of hand movement.