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Quake to Valorant Sensitivity Converter

By Mustafa Bilgic, FPS gaming enthusiast (Adiyaman, Turkiye) — published 7 September 2026.

This Quake to Valorant sensitivity converter takes the sensitivity you use in Quake and returns the Valorant 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 Valorant on 0.07, 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 Valorant value is 0.47.

Valorant sensitivity
Quake cm/360
Valorant cm/360
▶ Train in the 3D Aim Trainer
Quick check. Quake 1.5 at 800 DPI converting to Valorant: 1.5 × (0.022 / 0.07) = 0.47. Set Valorant to 0.47 and both games compute to about 34.64 cm per 360.

How the Quake to Valorant conversion works

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, Valorant uses 0.07. Your DPI stays the same, so the only thing that has to change is the in-game number.

The multiplier is 0.3143, so every Quake 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.

Quake to Valorant conversion table

Eight common Quake 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.

Quake sensValorant senscm/360 at 400 DPIcm/360 at 800 DPIcm/360 at 1600 DPI
0.80.25129.89 cm64.94 cm32.47 cm
1.00.31103.91 cm51.95 cm25.98 cm
1.20.3886.59 cm43.30 cm21.65 cm
1.50.4769.27 cm34.64 cm17.32 cm
1.80.5757.73 cm28.86 cm14.43 cm
2.00.6351.95 cm25.98 cm12.99 cm
2.50.7941.56 cm20.78 cm10.39 cm
3.00.9434.64 cm17.32 cm8.66 cm

Where the setting lives in Quake

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.

Quake conversion tips

Where the setting lives in Valorant

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.

Valorant conversion tips

Menu ranges to check before you type the value in

GameSettingMenu range
QuakeSensitivity (decimal, no fixed cap); Mouse Yaw default 0.022no fixed cap
ValorantSensitivity: Aim 0.1 - 1000.1 to 100

Of the eight Quake 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.

Going the other way (Valorant to Quake)

The reverse direction uses the inverted ratio 0.07 / 0.022 = 3.182. Valorant 0.4 becomes Quake 1.27, and both sit at 40.82 cm/360 at 800 DPI. The Valorant to Quake converter has its own prefilled tool and table.

Frequently asked questions

How do I convert Quake sensitivity to Valorant?

Keep your DPI the same and multiply your Quake value by 0.022 / 0.07 = 0.3143. Example: Quake 1.5 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.

Is Quake sensitivity 1.5 the same as Valorant sensitivity 1.5?

No. Quake uses 0.022 and Valorant uses 0.07 degrees per count, so the same number turns your view faster in Valorant: Quake 1.5 at 800 DPI is 34.64 cm/360, while Valorant 1.5 is 10.89 cm/360. The matching Valorant value is 0.47.

Is there a maximum sensitivity value in Quake Champions?

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.

Does Quake Champions share a yaw constant with CS2?

Yes, both default to 0.022. If you also match FOV, your cm/360 transfers directly by copying the sensitivity number.

Why does my sensitivity feel much faster in Quake at 130 FOV than in VALORANT at 103?

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.

Why does my converted sensitivity feel different in VALORANT even though the cm/360 matches?

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.

Do I need to convert the Scoped Sensitivity Multiplier separately?

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.

Can I enter more decimal places than the slider shows?

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.

More conversions

From Quake

Into Valorant

Tools

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