Back to the board 13 games
Sensitivity

Same swipe, —× apart on the slider.

Oscilloscope screen: one long amber arc swept from a pivot at the lower left up to a small crosshair at the upper right, with tick marks along its length.

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

— cm of desk per full 360°

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—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

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Thirteen games, eight numbers

Collapse that table onto the constants themselves and it gets shorter, because several of those games are not running different arithmetic — they are running the same arithmetic under different names. Bars are on a log scale; the tick at the end of each one is where that constant actually sits.

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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

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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

How much of that number is real

The big number at the top is printed to a tenth of a centimetre and the table is printed to four digits. Neither of those is a promise — the constants underneath them were measured by people spinning in a straight line and counting. Here is the same reading with the measurement error drawn to scale beside it.

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Reading Page prints What it can defend

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Every place your crosshair can stop

A mouse cannot report half a count, so one count is the smallest turn you are able to make — and a full circle only contains so many of them. That is a different question from how far you drag, and the slider is not the answer to it. Every row below keeps your exact turn; only the mouse underneath it changes.

Mouse DPI Slider there Desk per 360° Places to stop

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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 for the camera, not for the mouse. Halve the DPI and double the slider and your turn still takes exactly the same distance — only the product moves the camera. What does change is that your mouse now reports half as many counts across that distance, so the smallest correction you can make doubles. That is also why a converted value can land somewhere the slider cannot go — then you change DPI instead and convert again, and the last section is what that trade costs.
  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.

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