1. Measure the source 360° distance
Source game, in-game sensitivity, and mouse DPI determine how many inches or centimeters the mouse travels for one complete turn.
Convert mouse sensitivity between Valorant, CS2, Apex Legends, Overwatch 2 and 80+ FPS games. Match cm/360, adjust DPI, and copy your result for free—no account required.
Convert mouse sensitivity and DPI instantly across 80+ supported games. No login required.
Use the same four inputs shown in the converter to create a physical-distance match between two games.
Search the supported catalog and select the game whose current sensitivity you already use.
Enter the in-game sensitivity and mouse DPI from your source setup. Both values must be greater than zero.
Select the game you want to move to and enter its DPI if it differs from the source setup.
Read or copy the target sensitivity, then use cm/360 or in/360 to verify the shared physical distance.
The converter normalizes your source setting into the physical mouse distance needed for a 360° turn, then solves the target game's sensitivity for that same distance.
Source game, in-game sensitivity, and mouse DPI determine how many inches or centimeters the mouse travels for one complete turn.
The target game's model and target DPI turn that shared physical distance back into a target in-game sensitivity.
Valorant 0.4 at 800 DPI converts to CS2 1.27273 at 800 DPI. Both settings equal about 40.821 cm/360.
A simple coefficient ratio works only for linear sensitivity scales. Games with affine, cubic, or exponential behavior use their existing game-specific inverse formula to preserve the same physical 360-distance.
This converter covers base or hipfire sensitivity. It does not separately model ADS or scoped multipliers, FOV, mouse acceleration, input latency, camera animation, or other visual differences, so equal cm/360 does not guarantee identical perceived motion.
These outputs answer different questions. Use the game-specific value for setup and the physical-distance values for reliable cross-game comparison.
cm/360 and in/360 describe the same physical distance in different units. Matching eDPI alone does not guarantee a matching turn distance across different games.
Start with one of the most common FPS game pairs, then choose the exact source, target, sensitivity, and DPI in the converter above.
Every game below comes from the same catalog used by the converter. Popular choices appear first; the complete list is sorted by canonical English game name.
Practical answers about physical matching, eDPI limits, ADS, FOV, precision, system settings, and privacy.
The converter matches the physical mouse distance required for a 360° base or hipfire turn between the selected games. It then reports the target sensitivity, target eDPI, cm/360, and in/360 for that match.
Games can differ in FOV, camera animation, raw-input handling, acceleration, frame pacing, and input latency. Equal cm/360 preserves physical turn distance, but it cannot make every game's visual motion feel identical.
eDPI is most useful inside the same game or between environments that share the same sensitivity scale. For cross-game comparisons, use cm/360 or in/360 because those values describe physical mouse distance.
No. You can enter different source and target DPI values, and the converter compensates when it calculates the target sensitivity. Using the same DPI can make settings easier to manage, but it is not required.
The current converter handles base or hipfire sensitivity only. ADS and scoped multipliers vary by game, weapon, optic, and zoom level, so configure those separately in each game.
FOV does not change the raw physical distance used for this 360° match, but it can change how fast movement looks on screen. Treat the converted value as a physical baseline and adjust only if your visual preference requires it.
Start by copying the full target sensitivity shown by the converter. If a game accepts fewer decimal places, round only to the precision its settings field supports and expect a small distance difference.
Operating-system pointer speed and mouse acceleration can change input in games that do not use raw mouse input. Keep those settings consistent and disable acceleration when you want repeatable results, then check each game's raw-input behavior.
Yes. The converter is free and requires no sign-up, and its calculations run in your browser. The converter does not upload or save the game, DPI, or sensitivity values you enter.
Tell us which game is missing or where a conversion result looks wrong. Your report helps us review the catalog and formulas while the existing contact page handles the message.