Muscle memory stays
If you trained at 32 cm/360° in CS2, you don't want to suddenly play at 18 cm/360° in Valorant — your brain memorised the movement, not the number in the settings menu. The converter recalculates your setup for the same physical distance, so a 30 cm mouse sweep produces the same rotation in every game.
The universal yardstick
Games store sens as an arbitrary number — CS2 e.g. uses one multiplier (Source engine, yaw 0.022), Valorant another (yaw 0.07), Overwatch 2 another (yaw 0.0066). The only value that's stable across games: how many centimetres of mousepad you need to do a full 360° turn.
Typical CS2 numbers:
- 15-25 cm/360° — high sens, lots of hand movement, often goes with fingertip grip + small pad
- 25-40 cm/360° — mid sens, sweet spot of most pros (m0NESY ~28, ZywOo ~32, donk ~36)
- 40-60 cm/360° — low sens, lots of arm aim, needs a big pad. Classic AWP range.
Tip: find the cm/360° first, then port that value into all other games — not the other way around.
Limits of the conversion
The math is based on per-game yaw constants — the rotation angle per mouse count at sens 1. For most Source / linear engines this is exact (CS2, Apex, Quake, Hunt, Rust, The Finals, Deadlock, Marvel Rivals). For games with their own scales (Valorant, OW2, R6 Siege, COD, Battlefield) values are calibrated but may not be 100% to the cent.
ADS sens / aim sens multiplier is not covered here. We convert hipfire sens — if you've tweaked "per-optic aim ADS" in Apex, you'll need to set that separately in the target game. Only the 360° hipfire distance stays constant.
Mouse acceleration can ruin the result — make sure everything is linear in-game and in Windows (CS2: m_rawinput 1, Windows: "Enhance pointer precision" off).
