Sensitivity + FOV Calculator — eDPI, cm/360 & Cross-Game Conversion

Calculate your eDPI and cm/360 for any FPS, convert your sensitivity between games, and adjust for FOV changes with monitor-distance scaling — all using verified per-game yaw values.
Works across 10+ FPS titles
Verified yaw-based conversion
FOV sensitivity scaling included
Free, instant, no signup
– CALCULATOR
Calculate Your Sensitivity or Convert It
Use this when changing your FOV (or matching a scoped/zoomed view). “Monitor distance %” blends between no compensation (0%) and full tangent-based compensation (100%) — most players land between 75–100%.
All conversions match hipfire cm/360 using each game’s verified yaw value. ADS, scoped, and per-weapon multipliers are separate settings in most games and aren’t covered here. PUBG, Battlefield, and Arc Raiders aren’t listed yet since their yaw values aren’t consistently verified across sources — see the reference table below for what’s confirmed.
– EDUCATIONAL
What Is a Sensitivity + FOV Calculator?
A sensitivity + FOV calculator finds the true physical speed of your mouse aim — independent of DPI, game, or FOV setting — so you can carry the same muscle memory across every title you play.
Two numbers on your screen — DPI and in-game sensitivity — don’t mean anything on their own. What matters is eDPI (your effective sensitivity) and cm/360 (the physical distance your mouse travels for one full turn). Every game also applies its own internal yaw value — the degrees your camera rotates per mouse count — so the same sensitivity number produces a completely different turn speed from one engine to the next.
Why this matters:
A sensitivity of 1.0 in CS2 is not the same as 1.0 in Valorant. Copying the raw number between games breaks your aim entirely — you have to convert it using each game’s yaw value to get the same physical mouse feel.
FOV adds a second layer on top of this. Even at an identical cm/360, a wider FOV makes the same physical mouse movement feel slower on screen, because more of the game world is visible at once. That’s why this tool combines both: sensitivity conversion for switching games, and FOV-aware scaling for when your field of view changes too.
The three modes above cover the three situations players actually run into: eDPI/cm360 tells you your true sensitivity in the game you’re playing right now, Convert Games carries that same physical feel into a different title, and FOV Scaling adjusts your sensitivity when your field of view itself changes — whether from a settings tweak, a scoped weapon, or a new monitor.
– Use Cases
Why Gamers Use This Calculator
From switching games to changing monitors, here’s when you need sensitivity + FOV math.
Switching Games
Picking up a new FPS shouldn’t mean relearning your aim from scratch. Converting your cm/360 keeps your flicks and tracking identical, whatever engine you’re on.
New Mouse or DPI
Upgraded to a mouse with a different native DPI? Recalculate your in-game sensitivity so your eDPI and cm/360 stay exactly where they were.
Changing FOV or Monitor
A wider FOV makes the same sensitivity feel slower on screen. Monitor-distance scaling adjusts your sensitivity so a flick still covers the same visual distance after the change.
Comparing to Pros
eDPI numbers only mean something within the same game. Use cm/360 to compare your true sensitivity against pro players, even if they play a different title.
– Guide
How to Use the Sensitivity + FOV Calculator
Five steps, whichever mode you need.
01
Pick a mode
Choose eDPI/cm360 if you just want your true sensitivity in your current game. Choose Convert Games if you’re bringing your settings into a different title. Choose FOV Scaling if your field of view is changing.
02
Enter your DPI and sensitivity
Check your mouse software (Logitech G HUB, Razer Synapse, SteelSeries GG) for your exact DPI, and pull your in-game sensitivity from your settings menu. Use the precise decimal value — rounding throws off the result.
03
If converting, pick your target game
Select the game you’re bringing your sensitivity into, and confirm the DPI you’ll actually use there — it doesn’t need to match your source game’s DPI.
04
If adjusting FOV, set your monitor-distance %
100% fully compensates for the FOV change (recommended for most players). Lower it toward 0% if you prefer to keep your sensitivity number closer to unchanged despite the new FOV.
05
Apply the result in-game
Copy the output value and paste it directly into your game’s mouse sensitivity setting. Play a few rounds before making further adjustments — muscle memory needs a short window to catch up even with a perfect match.
– Reference
Yaw Values by Game
The yaw value is the degrees your camera rotates per raw mouse count at sensitivity 1.0 — the constant this entire calculator is built on.
| Game | Yaw | Notes |
|---|---|---|
| Valorant | 0.07 | Highest yaw of any major FPS — sensitivity numbers look small by comparison. FOV fixed at 103°. |
| CS2 | 0.022 | Source-engine standard. Most converters treat this as the baseline. |
| Apex Legends | 0.022 | Matches CS2 exactly — 1:1 conversion at equal DPI. |
| Escape from Tarkov | 0.022 | Hipfire matches CS2 1:1; ADS sensitivity is calculated separately in-game. |
| Overwatch 2 | 0.0066 | Per-hero zoom sensitivity multipliers exist on top of this baseline. |
| Call of Duty / Warzone | 0.0066 | Same scale as Overwatch 2. Affected vs. Independent ADS FOV settings still separate. |
| The Finals | 0.0066 | Unreal Engine 5 title using the same yaw scale as OW2 and Warzone. |
| Marvel Rivals | 0.0066 | Approximate — UE5 engine similar to OW2. Verify against the latest patch before competitive use. |
| Fortnite | 0.005555 | Sensitivity also interacts with your FOV slider — see the disclaimer below. |
| Rainbow Six Siege | 0.0057296 | Hipfire only — scoped sensitivities use a separate multiplier system. |
Not listed yet: PUBG, Battlefield, and Arc Raiders don’t have a yaw value confirmed consistently enough across sources to publish here. Rather than guess, we’re leaving them out until we can verify them properly — check back as this table gets updated.
– The math
How the Sensitivity + FOV Math Works
Three formulas power this tool. Here’s exactly what each one does.
eDPI Formula
eDPI = Mouse DPI × In-Game Sensitivity
A single number representing your true in-game speed, independent of DPI. Two players with the same eDPI aim at the same speed even with different mice — but only within the same game, since eDPI doesn’t account for yaw.
cm/360 Formula
cm/360 = (2.54 × 360) ÷ (DPI × Sensitivity × Yaw)
The physical distance your mouse must travel on your desk for a full 360° in-game turn. Unlike eDPI, this number is comparable across every game — it’s the true, hardware-independent measure of your sensitivity.
Cross-Game Conversion Formula
Target Sens = (Source DPI × Source Sens × Source Yaw) ÷ (Target DPI × Target Yaw)
Keeps cm/360 identical across both games — this is the “convert games” formula. If you use the same DPI in both, the DPI terms cancel and it simplifies to Target Sens = Source Sens × (Source Yaw ÷ Target Yaw).
FOV Sensitivity Scaling Formula (Monitor Distance Matching)
Ratio (100%) = tan(New FOV ÷ 2) ÷ tan(Old FOV ÷ 2)
Final Ratio = 1 + (Ratio(100%) − 1) × (% ÷ 100)
New Sens = Sens × Final Ratio
At 100%, this fully corrects for the visual speed change caused by a new FOV using tangent-based (perspective-accurate) scaling. At 0%, it makes no correction at all. Values in between blend the two — useful for scoped weapons where a full correction can feel too aggressive.
⚠ Disclaimer:
This tool converts hipfire sensitivity only. ADS, scoped, and per-weapon multipliers are separate settings in most games and aren’t covered here. Yaw values are cross-checked against community references as of mid-2026 and may shift slightly after major patches — always test converted values in-game.
– Real-World Examples
Sensitivity + FOV Conversion in Practice
See exactly what these formulas produce with real numbers.
Example 1 — CS2 to Valorant
A player runs 2.0 sensitivity at 400 DPI in CS2 (yaw 0.022). Converting to Valorant (yaw 0.07) at the same DPI: 2.0 × (0.022 ÷ 0.07) = 0.629 Valorant sensitivity. That’s roughly 45.8 cm/360 in both games — identical physical turn distance.
Example 2 — eDPI vs cm/360
Two Valorant players both run 280 eDPI — one at 800 DPI × 0.35 sens, the other at 400 DPI × 0.7 sens. Same eDPI, same 47.1 cm/360, identical aim speed — proving eDPI is DPI-independent within a single game.
Example 3 — FOV Change (90° → 103°)
A player raises FOV from 90° to 103° at sensitivity 1.0 with 100% monitor-distance matching: tan(51.5°) ÷ tan(45°) = 1.253 → new sensitivity ≈ 1.253. Without any compensation (0%), the sensitivity stays at 1.0 but the same flick now covers less relative screen distance because the view is wider.
– FAQ
Common Questions About Sensitivity & FOV
eDPI (effective DPI) is your mouse DPI multiplied by your in-game sensitivity. It gives you a single number that represents your true aiming speed regardless of what raw DPI your mouse is set to — useful for comparing your own settings across a DPI change, or against another player’s settings within the same game.
Because eDPI doesn’t account for a game’s yaw value. A Valorant eDPI of 280 and a CS2 eDPI of 280 produce completely different physical turn distances, since Valorant’s yaw (0.07) is over three times higher than CS2’s (0.022). Use cm/360 instead — it’s the only metric that’s directly comparable across different games.
Only if you’re changing it. The Convert Games mode lets you enter a different DPI for your target game — the formula accounts for that automatically. If you keep the same DPI in both games, the DPI terms cancel out and only the yaw ratio matters.
Most players use 100% for hipfire FOV changes — it fully preserves your visual turn speed. Some players prefer 75-90% for scoped/ADS sensitivity, since a full correction can feel too fast when zoomed in. There’s no universally “correct” value — start at 100% and adjust down if flicks feel overcompensated.
The math guarantees identical cm/360, but “feel” involves more than that. Differing default FOV between games, input smoothing, raw input handling, and engine-specific mouse acceleration curves can all make a mathematically perfect conversion feel 5-10% off. Give it a real play session before adjusting further — most of that gap closes with muscle memory.
Most competitive FPS pros land between 25-55 cm/360, regardless of which specific game they play. Lower values (20-35 cm) favor precise micro-adjustments and headshot accuracy; higher values (35-55+ cm) favor faster flicks but need a larger mousepad. There’s no single “correct” number — it comes down to playstyle and desk space.
– RELATED TOOL
