Cross-Game Sensitivity Converter, eDPI & 60FPS Aim Trainer

Convert Valorant, CS2, Apex, OW2 & Deadlock Sens • Instant cm/360 & FOV • 3D Aim Lab
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Converted CS2 Sensitivity1.114
Physical 360° Distance46.61 cm / 18.35 in
Effective DPI (Source / Target)280 / 891 eDPI
True 16:9 Horizontal FOV103° → 106.3°
Aim Style ClassificationBalanced Arm/Wrist Aim
🎯 Score: 0⚡ Speed: 0.0 HPS💯 Acc: 100%⏱️ Time: 30.0s🏆 Best: 0
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🎛️ Crosshair Customization, Target Size, Visual Speed & Hit Volume
100% Pro
1.0x Pace
103° Standard
90% Crisp

🎮 Instant 12-Game Sensitivity Matrix (Tap Any Game to Set Target)

🏆 Famous Esports Pro Sensitivity Presets (1-Click Load & Test)

🔊 12 Esports Hit-Marker, Headshot Dink & Kill-Confirm Soundboard

How Cross-Game Mouse Sensitivity Conversion & cm/360 Physics Work

Exact 1:1 Muscle Memory Math: Every 3D game engine rotates your camera by multiplying raw mouse counts by an internal Yaw Constant ($\text{degrees per count}$). Because Valorant uses a yaw constant of $0.07$ while Counter-Strike 2, Apex Legends, and Deadlock (Source/Source 2 engine) use $0.022$, dividing your Valorant sensitivity by $0.3142857$ (or multiplying by $3.181818$) produces the exact same physical mouse pad distance for a $360^\circ$ turn: $$\text{cm/360} = \frac{360 \times 2.54}{\text{DPI} \times \text{Sensitivity} \times \text{Yaw}}$$

🔗 Popular Cross-Game Conversion Quick Links

Click any pair below to auto-populate the converter and update your browser URL for sharing:

Competitive Shooter Engine Yaw, FOV & Pro eDPI Reference Table

Game TitleEngine Yaw ($\circ/\text{count}$)Default 16:9 FOVPro Average cm/360Conversion Ratio (vs CS2)
Valorant$0.07000$$103.0^\circ$ Locked$38\text{ cm}$ – $54\text{ cm}$$\text{CS2} \div 3.181818$
Counter-Strike 2 (CS2)$0.02200$$106.26^\circ$ (4:3 / 16:9)$36\text{ cm}$ – $52\text{ cm}$$1.0000\times$ Baseline
Apex Legends$0.02200$$104^\circ$ – $110^\circ$$26\text{ cm}$ – $38\text{ cm}$$1.0000\times$ (Same as CS2)
Overwatch 2$0.00660$$103.0^\circ$$24\text{ cm}$ – $36\text{ cm}$$\text{CS2} \times 3.333333$
Valve Deadlock$0.02200$$100.0^\circ$ Third-Person$28\text{ cm}$ – $40\text{ cm}$$1.0000\times$ (Source 2)
Marvel Rivals$0.01750$$103.0^\circ$ Third-Person$25\text{ cm}$ – $35\text{ cm}$$\text{CS2} \times 1.25714$

Frequently Asked Questions

Why does Valorant feel slightly faster or slower than CS2 even at the same cm/360?

Valorant locks horizontal Field of View (FOV) to $103^\circ$, whereas CS2 on a 16:9 monitor renders a wider $106.26^\circ$ horizontal FOV. Because a narrower $103^\circ$ FOV zooms the image slightly closer, on-screen targets appear to move ~3% faster across your monitor even when your physical $360^\circ$ turn distance is identical.

How does my converted sensitivity affect the 60FPS Aim Trainer above?

Adjusting your DPI or sensitivity immediately scales the crosshair speed multiplier and target strafe responsiveness inside the 3D Aim Lab, and updates the live cm/360 ruler overlay at the bottom of the canvas so you can visualize your real physical swipe distance.

Why do the hit-marker sounds work clearly on mobile and laptop speakers without headphones?

Our Web Audio synthesizer generates dual-oscillator metallic headshot dinks ($920\text{ Hz}$ to $2,400\text{ Hz}$) and crisp percussive transients through a real-time dynamics compressor, ensuring zero distortion and instant acoustic feedback on any speaker.

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