Convert mouse sensitivity between CS2, Valorant, Apex Legends, Overwatch 2 and Team Fortress 2 while keeping the same cm/360°. Uses the Source engine m_yaw value and published community yaw constants.
| Input | Result |
|---|---|
| CS2 / CS:GO 2 → Valorant @ 800 DPI | 0.6286 · ×0.3143 · 25.98 cm / 10.23 in per 360° |
| Valorant 0.35 → CS2 / CS:GO @ 800 DPI | 1.1136 · ×3.1818 · 46.65 cm / 18.37 in per 360° |
| Apex Legends 1.5 → CS2 / CS:GO @ 800 DPI | 1.5 · ×1 · 34.64 cm / 13.64 in per 360° |
| Overwatch 2 6 → Valorant @ 800 DPI | 0.5657 · ×0.0943 · 28.86 cm / 11.36 in per 360° |
| Valorant 0.4 → Overwatch 2 @ 800 DPI | 4.2424 · ×10.6061 · 40.82 cm / 16.07 in per 360° |
Every cross-game sensitivity converter runs on a single line of arithmetic:
sensnew = sensold × yawold ÷ yawnew
Yaw is how many degrees your view rotates for one count of mouse movement when in-game sensitivity is 1.0. It is the only game-specific number in the chain. If the degrees added per count must stay the same, and that quantity is sens × yaw, then changing yaw forces sensitivity to move by the inverse ratio. That is the whole method.
Your mouse DPI does not appear in that line and does not need to: as long as you keep the same mouse and the same DPI in both games, DPI cancels out of the ratio. It only matters for the cm/360° figure printed next to the result.
For the Source-engine games the 0.022 is not a community estimate. It is the literal default string in Valve’s engine, where m_yaw and m_pitch are declared as ConVar( "m_yaw", "0.022", … ) and the line that turns mouse movement into camera movement reads viewangles[YAW] += m_yaw * mouse_x. You can confirm it yourself: open the CS2 developer console and type m_yaw, it prints 0.022. That is why conversions inside the Source family (CS2, CS:GO, Apex Legends, Team Fortress 2) come out one-to-one.
This is the part most converters skip, and it is the part worth reading.
0.022 (CS2 / CS:GO / Apex Legends / Team Fortress 2) is documented. It is the Source engine m_yaw default, printed in the console command reference and verifiable in-game.
Valorant 0.07 and Overwatch 2 0.0066 are not. Riot has never published Valorant’s yaw and Blizzard has never published Overwatch’s. Every sensitivity converter that exists, this one included, runs those two games on figures players measured by turning in a practice range and counting degrees, then agreeing on. The figures are stable, reproducible, and almost certainly right, they are also nobody’s official number, so if a game ships a quiet tuning change, converters find out from player complaints rather than from a patch note.
Treat the output as the correct starting point, not as gospel. The cm/360° readout is the number that actually stays put across games: sensitivity values are a per-game coordinate system, and cm/360° is what they are coordinates for. If a converted setting feels off by a few percent, adjust until your measured 360° swipe distance matches, rather than trusting the decimal places.
A converter that prints a number for every game is guessing for some of them. These are left out on purpose, with the reason:
In each of those cases the honest answer is “do a 360° test on a long mousepad and tune by hand”, not a four-decimal number that looks authoritative and is wrong.
Because each game rotates your view by a different amount per mouse count. Valorant's yaw (0.07) is about 3.18× CS2's (0.022), so the same number turns you roughly 3.18× faster in Valorant.
No. As long as you keep the same DPI in both games it cancels out of the ratio. DPI only affects the cm/360° figure. If you change DPI, keep the same feel by holding DPI × sensitivity constant.
Yes, it is the Source engine m_yaw default, declared in Valve's engine code and verifiable by typing m_yaw in the CS2 console. Valorant's 0.07 and Overwatch 2's 0.0066 are different: neither Riot nor Blizzard has published them, and they come from player measurement that converters agree on.
Because the published constants for those games conflict or carry extra scaling. Fortnite's figures differ by about 100× between sources and depend on FOV; Siege's number is a community factor rather than a yaw and its model has changed; Call of Duty layers per-weapon ADS multipliers on top.
For the Source family it is exact, because 0.022 is the engine value. For Valorant and Overwatch 2 it is as good as the community constants, which are stable and reproducible. Confirm by measuring your actual 360° swipe distance on a mousepad.