Back to the board 13 games
Sensitivity

Same swipe, × apart on the slider.

Every game multiplies your mouse by its own constant. Set yours once; read the rest off the table.

cm of desk per full 360°

inches, the same turn
degrees the view turns per inch of desk
eDPI — DPI × sens, and only comparable inside one game
mouse counts reported over that whole turn

The same turn, written twelve other ways

Sorted by the engine constant, largest first. Watch the two number columns run in opposite directions: the bigger a game’s constant, the smaller the slider value it needs to move your view the same distance.

Game Yaw Set it to eDPI there Without converting

Does a full turn fit on the pad?

Drawn to scale against a real desk, because this is the part that decides whether a number is livable. Everything past the right edge of the pad is a turn you have to finish by lifting the mouse and putting it back down.

Pad

What each turn costs your hand

The same setup, read at the angles you actually use. A 360 is the number everybody quotes; the 10° row is the one your aim is made of.

Turn Desk Inches Counts Where it shows up

Where these numbers come from

  1. Yaw is degrees of view per mouse count. Your mouse reports counts; the game multiplies count × your sensitivity × its own yaw constant and turns the camera by that many degrees. Everything on this page is that one line of arithmetic run backwards and forwards.
  2. Nobody publishes these constants. They are read out of config files and measured by spinning in a straight line and counting, and the values here are the ones every converter has converged on. Treat a match as accurate to about a percent, not to the fourth decimal — and if a game patches its input handling, the number quietly goes stale.
  3. DPI and sensitivity are one number, not two. Halve the DPI and double the slider and nothing about your aim changes; only the product moves the camera. That is also why a converted value can land somewhere the slider cannot go — then you change DPI instead and convert again.
  4. eDPI does not travel. DPI × sens is a fair comparison between two people in the same game and meaningless between two games, because it leaves out the constant that differs. The right-hand column of the first table is what that mistake costs.
  5. Aiming down sights is a separate setting. CS2, Siege and Warzone each multiply your hipfire sensitivity again when you scope, and that multiplier is its own conversion. Valorant shares one value across both, so a Valorant number matched here still needs its scoped multiplier checked by hand.
  6. Fortnite is the awkward one. Its slider interacts with the field of view setting, so two players with the same number and different FOV do not turn the same distance. The row is here because people ask for it; expect to adjust it by feel after converting.
  7. Any acceleration voids all of it. A conversion assumes a fixed distance per count. Windows’ Enhance pointer precision, a mouse driver’s acceleration curve, or a game’s own non-linear response all make travel depend on how fast you moved — and then no single number describes your turn.
  8. Two popular titles are missing on purpose. PUBG and Escape from Tarkov get asked for constantly and are widely quoted at the Source engine value of 0.022, which neither game runs on. Until that is measured rather than copied, adding the rows would only be repeating somebody else’s guess in a nicer font.

Elsewhere on the board