FPS Sensitivity Converter
Convert hipfire sensitivity between CS2, Valorant, Apex, Overwatch 2, and Warzone using yaw constants at the same DPI. ADS/FOV not converted; R6, Fortnite, and PUBG unsupported.
Hipfire yaw conversion at the same DPI: sensto = sensfrom × yawfrom ÷ yawto. ADS and FOV are not converted.
CS2 / CS:GO hipfire (Source engine m_yaw default) · yaw 0.022
Current hipfire sensitivity in Counter-Strike 2
Valorant hipfire / look sensitivity · yaw 0.07
Not currently supported
Rainbow Six Siege, Fortnite, and PUBG are omitted because this tool has no verified compatible yaw constants for them—not because of a temporary UI error.
Converted sensitivity
—
How this conversion works
Each supported game has a verified hipfire yaw scale (degrees turned per mouse count at sensitivity 1). At the same DPI, conversion preserves equivalent hipfire rotation:
targetSensitivity = sourceSensitivity × sourceYaw ÷ targetYaw
This is hipfire / look sensitivity only. ADS, scoped multipliers, FOV differences, and different DPI values are outside the model—fine-tune in a practice range after converting.
Supported games and yaw constants
| Game | Yaw | Applies to |
|---|---|---|
| Counter-Strike 2 | 0.022 | CS2 / CS:GO hipfire (Source engine m_yaw default). Source engine default m_yaw 0.022. Same constant used for CS:GO → CS2 hipfire conversion. |
| Valorant | 0.07 | Valorant hipfire / look sensitivity. Riot Valorant published yaw scale 0.07 (degrees per count at sens 1). Yields CS2 1.0 → ~0.314286. |
| Apex Legends | 0.022 | Apex Legends hipfire (Source-derived yaw). Shares Source-family hipfire yaw 0.022 with CS2 for 1:1 hipfire with CS at equal sens. |
| Overwatch 2 | 0.0066 | Overwatch / Overwatch 2 relative hipfire sensitivity. Blizzard Overwatch relative sens yaw commonly documented as 0.0066 for hipfire conversion. |
| Call of Duty: Warzone | 0.0066 | Modern Warfare–family horizontal hipfire (Warzone / MW-style). CoD MW-family hipfire yaw commonly aligned with 0.0066 for horizontal look. ADS / relative multipliers are not modeled. |
Not currently supported
These titles are documented here but are not selectable for conversion because verified compatible yaw constants are unavailable in this codebase (no invented values):
- Rainbow Six Siege — Siege uses a multi-step sensitivity and multiplier model; no verified simple yaw is defined here.
- Fortnite — Fortnite uses percentage X/Y sensitivities, not a Source-style yaw × sens model.
- PUBG — PUBG sensitivity scales are not represented by a single verified yaw constant here.
Example
- CS2 1.0 → Valorant — 1 × (0.022 ÷ 0.07) ≈ 0.314286
- Valorant → CS2 — reverse ≈ 3.181818
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