Valorant to CS2 Sensitivity: How to Convert Correctly

In 2026, the Steam Hardware & Software Survey for June 2026 reported that Windows accounted for 94.10% of surveyed Steam systems, with Windows 11 64-bit at 70.44% (Steam, Hardware & Software Survey, 2026). That matters because most Valorant to CS2 sensitivity changes happen on Windows PCs, where input settings can shape how a conversion feels.
If you want your Valorant aim to carry into CS2, start with physical movement. The goal is to make the same mouse swipe turn your view the same distance. For most players, that means preserving cm/360 and keeping DPI stable.
Use this guide with the complete mouse sensitivity conversion guide if you want more background on DPI, yaw, and game scales.
Key Takeaways
- Preserve cm/360 first, not the visible sensitivity number.
- Keep DPI unchanged during the conversion.
- Let the converter handle game-specific scale instead of guessing a multiplier.
- Test in a quiet map before judging live-game feel.
Before You Convert: What Should Stay the Same?
In 2026, Microsoft Learn's Raw Input Overview says raw input can provide direct device data and distinguish between input devices (Microsoft Learn, Raw Input Overview, 2026). For a Valorant to CS2 sensitivity conversion, keep your mouse, DPI, Windows pointer habits, and in-game raw input assumptions as consistent as possible.
Your main constant should be cm/360. That is the physical distance your mouse travels for one full turn. If your Valorant setup takes about 45 cm for a full 360, the CS2 setup should aim for the same 45 cm unless you intentionally want a new feel.
Here is the simple pre-check:
- Write down your Valorant sensitivity.
- Confirm your mouse DPI in your mouse software.
- Avoid changing Windows pointer speed during the test.
- Disable or avoid acceleration layers unless you use them deliberately.
- Convert the sensitivity into CS2 using cm/360 as the target.
The cleanest conversion habit is boring: change one variable at a time. If you change DPI, game sensitivity, scoped settings, and mousepad position together, you won't know what caused the new feel.
For the mechanics behind this, see how mouse sensitivity conversion works.
Step 1: Record Your Valorant Baseline
In 2026, MDN's Pointer Lock API documentation describes pointer lock as useful for first-person 3D games because it gives access to mouse movement beyond normal cursor limits (MDN, Pointer Lock API, 2026). Your first step is to capture the settings that produce your current movement baseline.
Open Valorant and record your hip-fire sensitivity. Then record your mouse DPI. If you use a DPI button, confirm the active profile. A converter cannot protect you from converting the wrong profile.
You do not need to trust a manual multiplier here. Use your Valorant sensitivity and DPI as inputs, then convert into CS2. The converter handles the game-specific scale. Most players should avoid multiplier folklore unless they have verified the exact assumptions.
Verification is simple. Your baseline is ready when you know three things: Valorant sensitivity, mouse DPI, and the physical feel you want to keep.
Step 2: Convert to CS2 by Matching cm/360
In 2026, Microsoft Learn notes that buffered raw input reads are useful for high-frequency devices such as mice at 1000Hz (Microsoft Learn, Raw Input Overview, 2026). That detail is a reminder that mouse input is physical signal first, then game interpretation second.
Enter Valorant as the source game and CS2 as the target game in your converter. Use the same DPI unless you are also doing a DPI conversion. The output should be treated as a starting value for CS2, not a promise that every animation and weapon will feel identical.
If CS2 accepts the value cleanly, enter it exactly. If the game UI rounds the number, use the closest allowed value. Tiny rounding differences are usually less important than accidental DPI changes.
When we test conversions, the fastest way to catch a bad input is a full mousepad swipe. If the swipe turns much farther or shorter than expected, the problem is usually DPI, a copied number, or an unnoticed acceleration setting.
You can compare the reverse path in CS2 to Valorant sensitivity.
Step 3: Test One Full Turn in CS2
In 2026, Microsoft Learn's WM_INPUT documentation says raw input is available after an application registers for raw input devices (Microsoft Learn, WM_INPUT, 2026). For players, the practical point is direct: test inside the game that will actually receive the input.
Load a practice environment in CS2. Pick a wall mark, put your crosshair on it, and swipe the same physical distance you associate with your Valorant 360. You are checking distance, not whether gunplay already feels identical.
Use this test:
- Place your mouse at the same starting point on the pad.
- Aim at a fixed mark.
- Swipe across a measured distance, such as one ruler length or one known pad segment.
- Check whether your view returns to the mark after a full 360.
- Adjust only if the distance is clearly off.
If the result is close but not emotionally identical, pause before changing it. CS2 and Valorant do not ask you to aim in the same rhythm.
Step 4: Handle Scoped and ADS Feel Separately
In 2026, MDN notes that OS mouse acceleration is enabled by default and that unadjustedMovement can request raw input in pointer lock contexts (MDN, Pointer Lock API, 2026). That is a useful caveat: input layers and view contexts can change perceived feel even after hip-fire is matched.
Convert hip-fire first. Then treat scoped sensitivity as its own setting. Valorant and CS2 do not present the same weapon set, zoom behavior, or fight pacing. If you try to solve hip-fire and scope feel in one pass, you can end up chasing the wrong problem.
Start with the converted hip-fire value. Play a short rifle routine first. Then test scoped weapons. If scoped aiming feels wrong, adjust scoped settings separately and write down the change.
For why 360 distance is not the whole story with zoomed aim, keep the later guide on FOV and ADS sensitivity conversion nearby.
Common Mistakes to Avoid
In 2026, Steam's June 2026 survey was optional and anonymous, which means its Windows figures describe surveyed Steam users, not every PC player (Steam, Hardware & Software Survey, 2026). Treat sensitivity data the same way: useful, but only when you understand the assumptions.
Copying the same number. Valorant and CS2 sensitivity numbers are not universal units. Copying the visible number can change your cm/360.
Changing DPI during the move. DPI changes multiply the effect of sensitivity. If you change it on purpose, convert DPI and sensitivity together.
Judging during one match. A correct conversion can feel strange when the game rhythm changes. Test in practice first.
Expecting scoped feel to match automatically. Hip-fire cm/360 is the base. ADS and scope behavior need their own check.
What Success Looks Like
In 2026, Microsoft Learn documents that WM_INPUT is sent to the window receiving raw input (Microsoft Learn, WM_INPUT, 2026). Your success check should happen in CS2 itself, because that is the window and game context where the setting must work.
You have a successful Valorant to CS2 conversion when the same measured mouse movement produces the same full-turn distance. Your first rifle swings should feel familiar enough that you are not overcorrecting.
If the converted setting feels physically right but mentally off, play a short aim routine before changing it. If it still feels wrong after measured testing, read Apex Legends to Valorant sensitivity for another example of preserving cm/360 across different pacing.
Frequently Asked Questions
What is the safest way to convert Valorant sensitivity to CS2?
Use cm/360 as the target, keep your DPI unchanged, and let a converter handle the game-specific scale. Manual multipliers can be wrong when game assumptions or input settings differ.
Should I copy the same sensitivity number from Valorant into CS2?
No. The same number does not mean the same physical turn distance across games. Match the mouse distance for a full 360 instead.
Why does converted Valorant sensitivity feel different in CS2?
CS2 has different movement pacing, weapon handling, FOV feel, and input context. A correct cm/360 match can still feel different during fights.
Can I use a Valorant to CS2 multiplier?
You can use one only if you have verified the exact assumptions behind it. In 2026, the safer workflow is to use cm/360 and a converter, because the converter can handle game-specific scale while you focus on DPI and physical distance.
Why does CS2 feel faster after conversion?
CS2 may feel faster because the movement model, maps, recoil, and duel timing differ from Valorant. In 2026, Microsoft highlights raw input as direct device data, but direct input does not make two games feel mechanically identical.
Should I change DPI when switching from Valorant to CS2?
Keep DPI the same unless you have a reason to change your whole setup. In 2026, 1000Hz mice are common enough for Microsoft to mention high-frequency devices in raw input guidance, but polling rate and DPI are separate settings.
Sources
- Steam, Hardware & Software Survey, 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, retrieved 2026-07-04, https://learn.microsoft.com/en-us/windows/win32/inputdev/wm-input