Complete Guide to Mouse Sensitivity Conversion

A mouse sensitivity converter helps you move between games without rebuilding your aim from scratch. The useful goal is not copying the same sensitivity number. It is preserving the same physical mouse movement, usually measured as cm/360 or in/360.
In 2026, the Steam Hardware & Software Survey for June 2026 reported Windows at 94.10% among surveyed Steam users, with Windows 11 64-bit at 70.44% (Valve, "Steam Hardware & Software Survey: June 2026"). That matters because most PC sensitivity problems sit in the space between game settings, mouse DPI, Windows behavior, and how a shooter reads input.
Start here if you want the clean mental model, then use the related guides for deeper topics like cm/360, DPI changes, yaw, and game-specific routes such as Valorant to CS2.
Key Takeaways
- Use cm/360 as your base measurement because it describes real mousepad distance.
- Use DPI and yaw to translate that distance into each game's sensitivity scale.
- Treat eDPI as useful inside one game family, not as a universal cross-game match.
- Check raw input, acceleration, FOV, ADS, and slider precision when a conversion feels off.
Quick Summary
A mouse sensitivity converter is most reliable when it preserves physical turn distance instead of copying a menu number. The baseline measurement is cm/360: how many centimeters your mouse moves to rotate the camera once. DPI changes the number of mouse counts sent per inch, while yaw and game sensitivity decide how those counts become degrees of rotation. For example, a player moving from 800 DPI to 1600 DPI usually halves in-game sensitivity before checking the target game's yaw scale. However, a matched cm/360 can still feel different when FOV, ADS multipliers, raw input, acceleration, slider rounding, or animation changes. That is why the best workflow is to convert, enter the target value, and verify with a slow 360-degree swipe. This input-first model aligns with Microsoft's Raw Input documentation, which describes direct device data as separate from ordinary pointer behavior (Microsoft Learn, "Raw Input Overview").
Table of Contents
- What Does a Mouse Sensitivity Converter Actually Convert?
- Why cm/360 Is the Best Starting Point
- How DPI and eDPI Fit Into Mouse Sensitivity Conversion
- How Yaw Connects Games With Different Sensitivity Scales
- How to Convert Sensitivity Between Games
- Why Raw Input and Acceleration Can Change the Result
- Why Converted Sensitivity Can Still Feel Different
- More Sensitivity Conversion Guides
- Frequently Asked Questions
- Sources
What Does a Mouse Sensitivity Converter Actually Convert?
A mouse sensitivity converter is a tool that converts a turn distance, not your aim skill. It takes your source game, sensitivity, DPI, and the game's rotation scale, then calculates the target game value that should produce the same physical 360-degree turn.
In 2026, MDN describes the Pointer Lock API as a browser capability that gives web apps access to raw mouse movement and is ideal for first-person 3D games (MDN, "Pointer Lock API"). That is the same basic idea behind good conversion thinking: you care about movement counts and physical distance before the cursor hits an ordinary desktop pointer model.
A converter usually needs four pieces of information:
- Your source game.
- Your source sensitivity.
- Your mouse DPI.
- Your target game, and sometimes target DPI.
The output is a target sensitivity value and often a cm/360 or in/360 reading. If your Valorant setting gives you a 42 cm/360, the target value in CS2 should also produce about 42 cm/360, assuming both games use standard hip-fire rotation behavior and the converter has the correct game data.
In our testing, the most useful conversion check is still a slow 360-degree swipe on a known mousepad distance. The practical shift is simple: stop asking "what is the equivalent number?" and start asking "how far does my hand move for a full turn?" Sensitivity numbers are labels inside a game's menu. Your mousepad distance is the thing your arm actually learns.
For the deeper mechanics, use how mouse sensitivity conversion works. If you want the shortest definition first, start with what cm/360 means.
Why cm/360 Is the Best Starting Point
cm/360 is the number of centimeters your mouse travels to rotate your view by 360 degrees. It is the cleanest cross-game reference because it describes physical movement rather than a game-specific slider value.
In 2026, Microsoft describes Raw Input as a Windows input model that can provide direct data from the device and distinguish one device from another (Microsoft Learn, "Raw Input Overview"). That device-first framing is why cm/360 is so useful: it keeps the measurement close to the mouse movement itself.
Think of cm/360 as your sensitivity's physical address. If two games produce the same cm/360, your hand moves the same distance for a full turn. That does not make every scoped weapon, FOV, recoil animation, or camera system feel identical, but it gives you a stable baseline.
Use cm/360 when you:
- Move between tactical shooters, arena shooters, battle royale games, and aim trainers.
- Want a settings value that survives DPI changes.
- Need to compare sensitivity without guessing from menu numbers.
- Want to measure your current setup manually on a mousepad.
Use in/360 if you prefer inches. The idea is identical. Sens Converter Pro shows both because players think in different units, and conversion should not make the reader do extra math.
In our experience, when sensitivity conversion goes wrong, the problem is often not the calculator. It is the input measurement. A player copies a sensitivity value, forgets the DPI, changes a scoped multiplier, or compares eDPI between unrelated games. cm/360 removes a lot of that noise.
| Measurement | Best use | Cross-game reliability |
|---|---|---|
| cm/360 | Matching physical turn distance between games | High |
| in/360 | Same as cm/360 for players who measure in inches | High |
| eDPI | Comparing settings inside one game family | Low outside that game |
| Menu sensitivity | Entering the final value in a specific game | Depends on the game's scale |
If you want to test your own setup without trusting any tool first, follow how to measure cm/360 manually. If you are comparing eDPI against physical distance, read eDPI vs cm/360.
How DPI and eDPI Fit Into Mouse Sensitivity Conversion
DPI tells you how many counts your mouse reports per inch of movement. eDPI multiplies DPI by in-game sensitivity, but it is most useful inside one game or one shared sensitivity scale.
In 2026, Microsoft notes that buffered Raw Input reads are useful for high-frequency devices such as mice at 1000Hz (Microsoft Learn, "Raw Input Overview"). That point matters for sensitivity because your game is responding to device reports, not to the marketing label on a settings screenshot.
The simple DPI relationship is:
new sensitivity = old sensitivity * old DPI / new DPI
If you use 800 DPI and 0.5 sensitivity, changing to 1600 DPI means you would usually halve the in-game sensitivity to preserve the same physical turn distance. The exact target game value still depends on the game's scale, but the DPI part follows that inverse relationship.
eDPI is useful when two players are inside the same game. In Valorant, 800 DPI at 0.4 sensitivity and 1600 DPI at 0.2 sensitivity both produce the same eDPI. Across different games, eDPI can mislead you because the in-game sensitivity unit does not always mean the same thing.
That is why a DPI sensitivity converter should show cm/360, not just a target menu number. The menu value is what you type. The physical distance is what you verify.
For a focused walkthrough, use how to convert sensitivity when changing DPI. For the comparison problem, use eDPI vs cm/360.
How Yaw Connects Games With Different Sensitivity Scales
Yaw is the rotation value that connects mouse input to horizontal view movement. In sensitivity conversion, it helps explain why the same number can mean different turn distances in different games.
In 2026, Microsoft says WM_INPUT is sent to the window receiving raw input, and raw input becomes available after RegisterRawInputDevices is used (Microsoft Learn, "WM_INPUT message"). The game still has to decide how those input counts become camera rotation. Yaw is part of that decision.
A simplified conversion chain looks like this:
mouse movement -> DPI counts -> game sensitivity -> game yaw -> degrees turned
When a converter knows the source game's yaw and target game's yaw, it can translate the source turn distance into the target game's sensitivity scale. That is why a number like 1.0 can feel slow in one game and fast in another. The game-specific multiplier behind that number is different.
Yaw is also where uncertainty can enter. Some games expose clear behavior, some use common engine defaults, and some add custom logic. Good conversion pages should be transparent about that instead of pretending every game accepts a mathematically perfect setting.
The useful player-facing definition is this: yaw is the translation key between mouse counts, in-game sensitivity, and horizontal camera rotation. It is not a setting most players need to memorize. You use it when a game menu number alone cannot tell you what your hand will feel.
For the dedicated explainer, read what yaw means in mouse sensitivity. For the broader formula path, read how mouse sensitivity conversion works.
How to Convert Sensitivity Between Games
To convert sensitivity between games, first preserve your source cm/360, then calculate the target game's value that produces the same physical 360-degree distance. This is more reliable than copying sensitivity numbers.
In 2026, Valve states that the Steam Hardware & Software Survey is optional and anonymous (Valve, "Steam Hardware & Software Survey: June 2026"). Treat broad platform data like that as context, not as a personal setup rule. Your own DPI, mousepad space, and game path matter more.
Use this practical workflow:
- Choose your source game, such as Valorant, CS2, Apex Legends, or Fortnite.
- Enter your source sensitivity exactly as it appears in game.
- Enter your mouse DPI.
- Select the target game.
- Keep target DPI the same unless you are intentionally changing it.
- Copy the target sensitivity.
- Verify the resulting cm/360 with a slow 360-degree turn.
If the game only allows coarse slider steps, choose the closest value and test it. If the game separates hip-fire, ADS, scoped, controller, or vehicle sensitivity, do not assume one converted number covers every camera mode.
The most common conversion routes are Valorant to CS2, CS2 to Valorant, Apex Legends to Valorant, and Fortnite to Valorant. Each one has its own caveats because those games do not all present sensitivity in the same way.
Why Raw Input and Acceleration Can Change the Result
Raw input and acceleration affect whether your game receives mouse movement directly or through a modified pointer path. A correct conversion can feel wrong if input handling changes between the source and target game.
In 2026, MDN explains that operating system mouse acceleration is enabled by default, and the Pointer Lock API can request raw input with unadjustedMovement (MDN, "Pointer Lock API"). For shooters, this is why raw movement and acceleration settings deserve a quick check before you blame the conversion.
Raw input generally means the game reads mouse movement more directly. Acceleration means movement speed can change the resulting pointer or camera response. If acceleration is on in one path and off in another, the same cm/360 test can behave differently at slow and fast swipe speeds.
Check these items when a converted sensitivity drifts:
- Is raw input enabled in both games, if the games expose that option?
- Is Windows pointer acceleration affecting the game or desktop test?
- Is the game using a launcher, overlay, browser canvas, or window mode with different input handling?
- Are you testing with the same DPI profile on the mouse?
- Are mouse software profiles switching automatically per game?
Do not overcomplicate the first pass. Match DPI, match cm/360, disable unwanted acceleration where possible, then test with a controlled 180-degree or 360-degree swipe.
For the full troubleshooting path, read raw input and mouse acceleration sensitivity. If the conversion still feels off, continue with why converted sensitivity feels different.
Why Converted Sensitivity Can Still Feel Different
A converted sensitivity can match cm/360 and still feel different because camera feel is more than horizontal turn distance. FOV, ADS scaling, animation, recoil, weapon zoom, and slider rounding can all change perception.
In 2026, MDN says Pointer Lock is ideal for first-person 3D games because it supports raw mouse movement and unlimited movement tracking (MDN, "Pointer Lock API"). That solves one layer of input. It does not make every game camera, FOV, and scoped mode behave the same.
Here are the main reasons a match can feel slightly off:
- FOV: A wider or narrower field of view changes how fast the world appears to move.
- ADS and scopes: Many games use separate multipliers for aiming down sights.
- Monitor distance: Some players prefer matching screen travel at a focal point, not only 360 distance.
- Slider precision: Some games round sensitivity values or hide decimal precision.
- Input path: Raw input, acceleration, and polling behavior can differ.
- Game animation: Weapon sway, view bob, recoil, and camera smoothing affect feel.
| Symptom | Likely cause | First check |
|---|---|---|
| Same cm/360 feels faster | FOV or visual motion changed | Compare hip-fire FOV settings |
| Slow swipes match but fast swipes drift | Acceleration or input path differs | Check raw input and pointer acceleration |
| Scoped aim feels wrong | ADS or scope multiplier differs | Match hip-fire first, then tune ADS |
| Target value cannot be entered exactly | Slider rounding or hidden precision | Use the closest value and verify with a 360 test |
This is where a converter should be honest. cm/360 gives you the strongest baseline. It is not the whole feel of every aim state. If you want your hip-fire movement to transfer cleanly, use cm/360 first. If you want scoped or ADS feel to match, you may need extra testing.
For that deeper layer, use FOV and ADS sensitivity conversion. If your matched value feels off in regular hip-fire, use why converted sensitivity feels different.
More Sensitivity Conversion Guides
Use these guides when you need a more specific walkthrough for a measurement, game pairing, or troubleshooting problem.
Conversion Basics
- What Is cm/360 in Mouse Sensitivity?
- eDPI vs cm/360: Which Should You Use Across Games?
- How Mouse Sensitivity Conversion Works Across FPS Games
DPI, Yaw, and Measurement
- How to Convert Sensitivity When Changing DPI
- How to Measure cm/360 Manually
- What Is Yaw in Mouse Sensitivity?
Game-to-Game Conversion
- Valorant to CS2 Sensitivity: How to Convert Correctly
- CS2 to Valorant Sensitivity: What Changes and Why
- Apex Legends to Valorant Sensitivity: Keep Your cm/360
- Fortnite to Valorant Sensitivity: DPI, cm/360, and Slider Notes
Troubleshooting and Feel
- Why Does My Converted Sensitivity Feel Different?
- Raw Input and Mouse Acceleration: Why Conversions Can Drift
- FOV and ADS Sensitivity: Why 360 Distance Is Not the Whole Feel
Frequently Asked Questions
What does a mouse sensitivity converter do, and how should I use it?
A mouse sensitivity converter translates one game's sensitivity into another game's scale so the same physical mouse movement produces a similar 360-degree turn. Use it to preserve cm/360, enter the source game, source sensitivity, DPI, and target game, then verify the value in game. Keep DPI unchanged unless you are intentionally moving to a new DPI.
Is cm/360 better than eDPI for comparing games?
Yes. cm/360 is usually better for cross-game comparison because it measures physical mouse distance instead of relying on game-specific sensitivity numbers. eDPI is still useful inside the same game because the sensitivity scale is shared, but once you move across games, scale and yaw make eDPI less reliable.
Why can converted sensitivity still feel different, especially after FOV changes?
FOV, ADS multipliers, raw input behavior, acceleration, slider rounding, animation, recoil, and scoped behavior can make a mathematically matched sensitivity feel different. FOV changes visual motion even when the 360-degree distance is the same, so start with cm/360 and tune special aim states separately.
Should I change DPI or in-game sensitivity first?
Pick a DPI you can use comfortably on desktop and in games, then tune in-game sensitivity around your target cm/360.
Can a converter make Valorant, CS2, Apex Legends, and Fortnite feel identical?
No. A converter can match physical hip-fire turn distance, but it cannot make FOV, ADS behavior, scoped multipliers, animation, recoil, or slider precision identical across different games.
Should I use the same DPI in every game?
Usually, yes. Keeping DPI stable removes one variable. If you change DPI, adjust in-game sensitivity in the opposite direction and confirm the resulting cm/360. The DPI sensitivity converter guide covers that workflow.
Do raw input settings matter for sensitivity conversion?
Yes. Raw input and acceleration can change how mouse movement reaches the game. In 2026, Microsoft describes Raw Input as direct device data, while MDN notes that OS mouse acceleration is enabled by default in normal pointer behavior (Microsoft Learn, "Raw Input Overview"; MDN, "Pointer Lock API").
Sources
- Valve, "Steam Hardware & Software Survey: June 2026," retrieved 2026-07-04, https://store.steampowered.com/hwsurvey/
- MDN, "Pointer Lock API," retrieved 2026-07-04, https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API
- Microsoft Learn, "Raw Input Overview," retrieved 2026-07-04, https://learn.microsoft.com/en-us/windows/win32/inputdev/about-raw-input
- Microsoft Learn, "WM_INPUT message," retrieved 2026-07-04, https://learn.microsoft.com/en-us/windows/win32/inputdev/wm-input