This Valorant to Quake sensitivity converter takes the sensitivity you use in Valorant and returns the Quake value that produces the same physical turn — the same cm/360 — on the same mouse DPI. Valorant runs on a yaw of 0.07 degrees per count and Quake on 0.022, so the number changes even though your arm movement does not. Example: Valorant 0.4 at 800 DPI is 40.82 cm per full turn; the matching Quake value is 1.27.
0.4 × (0.07 / 0.022) = 1.27. Set Quake to 1.27 and both games compute to about 40.82 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: Valorant uses 0.07, Quake 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)Valorant sens × 0.07 = Quake sens × 0.022Quake sens = Valorant sens × (0.07 / 0.022) = Valorant sens × 3.182The multiplier is 3.182, so every Valorant value becomes a larger number in Quake. That is not a faster sensitivity: Quake moves fewer degrees per count, so it needs a bigger multiplier to produce the same turn.
Eight common Valorant values, the Quake 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.
| Valorant sens | Quake sens | cm/360 at 400 DPI | cm/360 at 800 DPI | cm/360 at 1600 DPI |
|---|---|---|---|---|
| 0.2 | 0.64 | 163.29 cm | 81.64 cm | 40.82 cm |
| 0.25 | 0.80 | 130.63 cm | 65.31 cm | 32.66 cm |
| 0.3 | 0.95 | 108.86 cm | 54.43 cm | 27.21 cm |
| 0.35 | 1.11 | 93.31 cm | 46.65 cm | 23.33 cm |
| 0.4 | 1.27 | 81.64 cm | 40.82 cm | 20.41 cm |
| 0.5 | 1.59 | 65.31 cm | 32.66 cm | 16.33 cm |
| 0.7 | 2.23 | 46.65 cm | 23.33 cm | 11.66 cm |
| 1.0 | 3.18 | 32.66 cm | 16.33 cm | 8.16 cm |
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.
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.
| Game | Setting | Menu range |
|---|---|---|
| Valorant | Sensitivity: Aim 0.1 - 100 | 0.1 to 100 |
| Quake | Sensitivity (decimal, no fixed cap); Mouse Yaw default 0.022 | no fixed cap |
Of the eight Valorant values in the table above, 8 convert to a Quake 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 / 0.07 = 0.3143. Quake 1.5 becomes Valorant 0.47, and both sit at 34.64 cm/360 at 800 DPI. The Quake to Valorant converter has its own prefilled tool and table.
Keep your DPI the same and multiply your Valorant value by 0.07 / 0.022 = 3.182. Example: Valorant 0.4 becomes Quake 1.27; at 800 DPI both give 40.82 cm per 360-degree turn. The tool above does this and prints both cm/360 values so you can check they match.
No. Valorant uses 0.07 and Quake uses 0.022 degrees per count, so the same number turns your view slower in Quake: Valorant 0.4 at 800 DPI is 40.82 cm/360, while Quake 0.4 is 129.89 cm/360. The matching Quake value is 1.27.
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.
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.