Seamlessly transfer your mouse sensitivity between games and calculate your physical mousepad travel. Keep your neuromuscular muscle memory identical across every shooter.
You have spent hundreds of hours in Counter-Strike 2 perfecting your flick shots and crosshair placement. You decide to try Valorant or Apex Legends, load into a match, and immediately notice your aim feels completely off. You set the in-game sensitivity slider to "1.0" assuming it will feel identical, but your crosshair whips across the screen twice as fast as it did in CS2.
Why do different games translate the identical physical movement of your hand into completely different camera rotations? What is engine yaw? And why is physical distance—specifically **cm/360**—the only mathematically sound benchmark for preserving neuromuscular muscle memory?
When you slide your mouse across your desk, your optical sensor does not measure angles, centimeters, or pixels. It reports raw **counts** (or "dots") through USB packets. If your mouse is set to 800 DPI, moving it exactly one inch sends 800 counts to your computer.
How the game engine converts those 800 counts into on-screen 3D camera rotation depends on an internal variable called **m_yaw** (horizontal angular rotation) and **m_pitch** (vertical rotation):
$$ ext{Camera Rotation (Degrees)} = ext{Mouse Counts} imes ext{Sensitivity Slider} imes m\_yaw$$Different game developers use radically different yaw constants in their graphics engines:
| Game Engine / Title | Default m_yaw Constant | Relative Sensitivity Ratio to CS2 / Source |
|---|---|---|
| Counter-Strike 2 / Apex / TF2 (Source) | 0.0220° |
1.0000x (Baseline) |
| Valorant (Unreal Engine Custom) | 0.0700° |
3.1818x (Divide CS2 sens by 3.1818) |
| Overwatch 2 / CoD: Warzone | 0.0066° |
0.3000x (Multiply CS2 sens by 3.3333) |
| Fortnite (Unreal Engine Slider %) | 0.00555° |
0.2525x (Multiply CS2 sens by 3.9600) |
| Rainbow Six Siege (Standard Multiplier) | 0.00573° |
0.2604x (Multiply CS2 sens by 3.8397) |
Because Valorant's yaw constant ($0.07^\circ$) is more than three times larger than Source Engine's ($0.022^\circ$), an in-game slider value of 1.0 in CS2 is equivalent to exactly 0.314 in Valorant. Setting both sliders to 1.0 would destroy your aim consistency.
Many players rely on **eDPI** (Effective DPI) to compare sensitivity: $ ext{eDPI} = ext{DPI} imes ext{Sensitivity}$. While eDPI works well within a single game community, it is completely useless across different titles because it ignores engine yaw.
The only universal, cross-game metric is **cm/360**: the exact physical distance in centimeters your mouse must travel on your mousepad to rotate your in-game camera 360 degrees:
$$ ext{cm/360} = rac{360 imes 2.54}{ ext{DPI} imes ext{Sensitivity} imes m\_yaw} = rac{914.4}{ ext{DPI} imes ext{Sensitivity} imes m\_yaw}$$If your aim profile is tuned to 45 cm/360, your brain's motor cortex knows that moving your forearm exactly 22.5 centimeters executes a perfect 180-degree turn. By using our calculator to match your exact cm/360 across every game you play, your physical arm and wrist mechanics remain 100% consistent.
Which sensitivity range is best? The answer depends heavily on the genre and mechanical requirements of the game:
For decades, competitive counter-strike pros strictly played at 400 DPI. Many assumed 400 DPI was inherently more accurate. However, modern optical sensor testing has disproven this myth:
Game engines use different m_yaw and m_pitch constants, which represent the degrees of camera rotation rendered per single count of mouse movement. For example, the Source Engine (CS2/Apex) uses 0.022 degrees per count, while Valorant uses 0.07 degrees per count. As a result, 1.0 sensitivity in CS2 is equal to 0.3143 in Valorant.
cm/360 represents the exact physical distance in centimeters your hand must move the mouse across your mousepad to execute a complete 360-degree rotation in-game. Unlike in-game slider numbers or eDPI, cm/360 is completely engine-independent, allowing players to preserve pure neuromuscular muscle memory across all titles.
eDPI (Effective DPI) is calculated by multiplying your mouse hardware DPI by your in-game sensitivity (DPI × Sensitivity). However, eDPI can only be compared between players playing the exact same game, because eDPI does not account for differences in engine yaw multipliers between different games.
1600 DPI is the modern competitive standard recommended by hardware engineers. Higher DPI values report motion counts more frequently, reducing sensor input latency by 1 to 3 milliseconds and virtually eliminating pixel skipping, while avoiding the sensor smoothing and noise thresholds that occur above 3200 DPI.
Low sensitivity is typically between 40cm and 65cm per 360 (common in tactical shooters like CS2 and Valorant for pixel-perfect headshot placement). High sensitivity is under 25cm per 360 (common in arena shooters, Fortnite, and fast-paced tracking titles). Medium sensitivity sits between 25cm and 40cm per 360.
Test your physical gaming reflexes with the Reaction Time Test, train directional finger coordination with the WASD Test, verify your sensor report rate with the Polling Rate Test, or diagnose switch health with the Double Click Test.