Sensitivity Converter

Keep the same hipfire cm/360 when you switch games. Type DPI and sensitivity, or eDPI / cm/360, then check one full turn in-game.

Sensitivity Converter
Source Game
Or type eDPI / cm/360
Target Game

Counter-Strike 2 Sensitivity

1.591
1273eDPI
cm/360 Comparison
Valorant
32.7 cm
400 eDPI
Counter-Strike 2
32.7 cm
1273 eDPI

Use 1.591 at 800 DPI in Counter-Strike 2. That matches Valorant (800 DPI × 0.5) at about 32.7 cm/360—the mouse travel for one full turn.

Matched: hipfire turn distance only

ADS, scopes, FOV, and game feel can still differ. Treat this as a starting hipfire number.

Copy it, paste into the target game's hipfire setting, and test in the training range before ranked.

Popular Conversions

How do I convert eDPI to cm/360?

Pick the source game that number belongs to, type eDPI (or cm/360) above, and read the other field. That cm/360 is also what stays the same when you convert hipfire to another game—the slider number will change.

What is the formula?

cm/360 = (360 × 2.54) / (eDPI × yaw). eDPI is DPI × hipfire sensitivity. 360 × 2.54 = 914.4 centimeters.

Type 800 in the eDPI field with the right source game selected. Do not paste the eDPI number into another game as sensitivity.

What does 800 eDPI become?

CS2: 800 eDPI × 0.022 yaw → 914.4 / 17.6 = 51.95 cm, shown as 52.0 cm/360. 800 DPI × 1.0 and 400 DPI × 2.0 are the same eDPI, so they share that 52.0 cm.

Valorant: the same 800 eDPI × 0.07 yaw → 914.4 / 56 = 16.3 cm/360. The eDPI number matches; the turn distance does not.

How do I convert cm/360 back to sensitivity?

eDPI = 914.4 / (cm/360 × yaw). Then sensitivity = eDPI / DPI. CS2 at 800 DPI: 51.95 cm/360 → 914.4 / (51.95 × 0.022) = 800 eDPI → 1.0 CS2 sensitivity.

When this conversion is the wrong tool

  • You are matching ADS, scopes, or zoom sliders. Those are not hipfire yaw—use that game's scoped or ADS page.
  • You only have an eDPI and want the same feel in another game. Convert hipfire here; do not copy the eDPI.
  • The game uses a different yaw or a custom multiplier you did not enter. Recheck one full turn in-game.

What a sensitivity converter keeps the same—and what it does not

The math only protects turn distance. It does not promise identical aim feel in every situation.

How does the number get calculated?

target sens = (source DPI × source sens × source yaw) ÷ (target DPI × target yaw). If source and target cm/360 match on screen, the transfer worked.

Which games and numbers does this use?

Fixed hipfire yaw values: Valorant 0.07; CS2 0.022; Apex 0.022. Those are calculator inputs—not claims about ADS, FOV, or performance.

Checked 2026-07-28. Sources below. Game updates or custom settings still need an in-game check.

What do real conversions look like?

Plug these into the calculator above to verify the output and its limits.

Valorant to CS2 sens, same DPI

Valorant 800 DPI, 0.35 → CS2 800 DPI

Result: 1.114 CS2 · ~46.7 cm/360 on both sides

Valorant's yaw is larger, so CS2 needs a bigger slider number for the same turn.

Start at 1.114 in CS2, then check a marked 360 and tracking on a practice map.

Does not set zoom_sensitivity_ratio or make the games look identical.

CS2 to Apex sens, DPI doubles

CS2 400 DPI, 2.0 → Apex 800 DPI

Result: 1.000 Apex · ~52.0 cm/360 on both sides

Same yaw on both profiles; double DPI → half the sensitivity.

Enter the DPI you actually use in Apex—DPI and sens trade off inside this hipfire math.

ADS multipliers and FOV stay separate. Test them in the firing range.

cm/360 to CS2 sens

51.95 cm/360 → CS2 800 DPI

Result: 1.000 CS2 · 800 eDPI · 52.0 cm/360 on screen

Same formula run backwards: eDPI = 914.4 / (cm/360 × 0.022).

Type 51.95 in cm/360 or 800 in eDPI with CS2 as the source. 52.0 is this page's rounded display of 51.95.

Pick the game first. The same 51.95 cm in Valorant is a different eDPI because yaw is 0.07.

How do I check the result in-game?

The number is a starting point. Confirm inputs, then confirm the same mouse travel before you tweak.

  1. 1

    Lock the source

    Note the DPI and base hipfire sens you play with now—not a scoped multiplier or an old profile. The source cm/360 is your reference.

  2. 2

    Enter the real target DPI

    Use the DPI your mouse will actually run in the target game. Change DPI later? Run the converter again.

  3. 3

    Test one full turn

    Paste the value, mark a spot on the pad, and match a 360 to the source distance. Then track a few targets. Only then make a small, repeatable tweak.

What usually goes wrong?

Weird results almost always mean a bad input—not a broken formula.

  • Pasting eDPI as the new game's sensitivity

    eDPI is DPI × hipfire, not a slider. Type it in the eDPI field. The other game gets a different number so cm/360 matches.

  • Wrong active DPI

    Mouse software can hide several presets. Enter the preset you play on. Right sens + wrong DPI = wrong turn distance.

  • Reusing the source slider number

    Sliders are not universal. Copy the calculated target value, not the number from the old game.

  • Changing DPI after converting

    DPI is part of the math. Raise it and keep the old sens → turns get faster. Recalculate when DPI changes.

  • Expecting ADS or scopes to match

    This tool only matches hipfire cm/360. Set ADS/zoom/FOV separately and test them.

  • Skipping the range check

    Same mouse distance can still feel different across engines. Verify a 360 and basic tracking before ranked.

How to Use

  1. 1

    Enter what you have now

    Pick the source game. Type DPI and hipfire sensitivity, or type eDPI or cm/360 instead—the other fields fill in.

  2. 2

    Choose the target game and DPI

    Set the DPI you will actually use there. It can differ from the source. If you only needed cm/360, you can leave the target as another supported game and ignore that slider.

  3. 3

    Copy and verify

    Paste the target sensitivity into that game's hipfire setting, then verify a full turn in the training range.

Frequently Asked Questions

What does this converter preserve?

Hipfire cm/360—the mouse distance for one full turn. It does not convert ADS, scope, or zoom multipliers.

Why can the target sensitivity number look very different?

Games use different sensitivity scales. The target number changes so the physical turn distance stays the same. Source and target eDPI are not comparable across games.

Can I use a different DPI in the target game?

Yes. Enter the real DPI for each side. On the same game profile, doubling target DPI halves the sensitivity needed to keep cm/360.

Why might the converted setting still feel different?

FOV, ADS/scoped multipliers, input settings, and mechanics sit outside this hipfire math. Use the result as a starting point and test it in the target game's range.