Free CS2 sensitivity tool

CS2 Sensitivity Converter for Valorant and Other Games

Convert a Counter-Strike 2 sensitivity into a practical starting value for Valorant, Apex Legends, Overwatch 2, Call of Duty / Warzone, or Aim Lab. Enter the DPI used in each game to compare the physical cm/360 distance instead of trusting a rounded number alone.

CS2 as the source gameFive target profilesSource and target DPIRuns locally in your browser

CS2 sensitivity converter

Convert your CS2 sensitivity

Choose a target game, enter your normal CS2 sensitivity, and add the active DPI for both setups. The calculator uses a documented yaw reference to preserve the basic turn distance, then shows the converted value and a cm/360 check.

Select the game where you want to use the converted sensitivity. The profiles below are starting references, not official recommendations.
Use your normal or hipfire CS2 sensitivity, not a zoom multiplier or a temporary practice value.
Enter the active DPI stage used while playing CS2.
Use the DPI stage that will be active in the target game. A different DPI changes the target sensitivity number.

Everything is calculated in this page. Your DPI and sensitivity values are not uploaded or saved.

Example result 0.471 VALORANT VALORANT = CS2 × 0.314
CS2 turn distance34.64cm/360
Target turn distance34.64cm/360
Target eDPI377.14eDPI

How to use the CS2 sensitivity converter

A conversion gives you a repeatable starting point. Verify the value in the target game before changing it again, because FOV, zoom behavior, input processing, and rounding can change how the same turn distance feels.

1

Choose a target

Select Valorant, Apex Legends, Overwatch 2, Call of Duty / Warzone, or Aim Lab. The tool keeps CS2 as the source profile.

2

Copy your CS2 value

Use the normal sensitivity saved in CS2. Do not paste an ADS, scoped, or temporary multiplier into the base field.

3

Add both DPI values

Enter the active CS2 DPI and the DPI you will use in the target game. Matching DPI makes the numerical comparison easier to read.

4

Test before tuning

Save the result, perform a controlled turn or a short aim drill, and adjust only after checking FOV, zoom, acceleration, and decimal rounding.

How the conversion is calculated

The converter treats CS2 as the source game and uses a CS2 yaw reference of 0.022. Each target profile has its own reference yaw. The calculator solves for a target sensitivity that keeps the same basic angular distance when source and target DPI are entered.

The working formula is: target sensitivity = CS2 sensitivity × CS2 DPI × 0.022 ÷ (target DPI × target yaw). If both DPI values are 800, a CS2 value of 1.50 maps to about 0.471 in Valorant, 1.500 in Apex Legends, and 5.000 in Overwatch 2.

This is a measurement-based starting point, not a promise that two games will look or feel identical. Field of view, scoped rules, frame pacing, mouse input, display size, and the amount of rounding allowed by each game still matter after the arithmetic is finished.

Target sensitivity = CS2 sensitivity × CS2 DPI × 0.022 ÷ (target DPI × target yaw)
The cm/360 result is a useful check: if source and target distances are close, the basic turn travel is close. It does not prove equal visual speed, recoil control, or aim performance.

Supported target profiles

These profiles are deliberately limited to values the page can explain. A target game may use additional scoped, ADS, FOV, or input settings that need a separate in-game check.

TargetYaw referenceBest useMain limit
VALORANT0.07A CS2 baseline converted to Valorant decimal sensitivityFOV and scoped multipliers can change the feel
Apex Legends0.022A same-yaw starting value with a DPI checkFOV, response curve, and ADS settings still matter
Overwatch 20.0066A CS2 baseline moved to the Overwatch scaleHero zoom and FOV settings are not modeled
Call of Duty / Warzone0.0066A basic hipfire starting valueADS multipliers and per-optic values need separate tuning
Aim Lab0.022Keeping a CS2-style base value for practiceThe scenario, FOV, and sensitivity scale can differ

CS2 conversion examples

The examples assume a normal CS2 sensitivity and show what happens when the target DPI is either equal to or different from the source DPI. They demonstrate the arithmetic; they are not a recommendation for a high or low sensitivity.

TargetCS2 valueConverted valueTarget DPIcm/360 check
VALORANT1.500.47180034.64 → 34.64 cm
Apex Legends1.501.50080034.64 → 34.64 cm
Overwatch 21.505.00080034.64 → 34.64 cm
VALORANT1.500.236160034.64 → 34.64 cm
Call of Duty / Warzone1.254.16780041.56 → 41.56 cm

Round only as far as the target game requires. If the saved value is rounded, measure a full turn again and keep the setting that stays consistent in your actual setup.

What to do with the converted number

The output answers a narrow question: what target-game sensitivity gives a similar arithmetic turn distance under the selected yaw and DPI assumptions? Use the number as a baseline, then make a controlled in-game check.

Check the active DPI

Mouse software often has multiple DPI stages. If your physical DPI is not the value entered here, the target number and cm/360 comparison will be misleading.

Keep the source profile clear

CS2 base sensitivity, zoom sensitivity, and an operating-system pointer setting are different values. Convert the base value first and handle scoped settings separately.

Compare movement, not only labels

Use a full-turn measurement, a familiar target drill, or a short practice routine. A close cm/360 helps isolate one variable while you decide whether the visual response is comfortable.

Change one variable at a time

Do not change sensitivity, DPI, FOV, resolution, and acceleration together. Record the result, test it, and only then decide whether a small adjustment improves repeatability.

Accuracy, edge cases, and limits

A CS2 sensitivity converter can remove repetitive arithmetic, but it cannot observe your mouse, read the target game's hidden settings, or decide what feels comfortable for your hand and desk.

Hipfire first

The output is for a normal or hipfire baseline. Scoped, ADS, sniper, and per-zoom multipliers may require separate game-specific values.

Yaw is a model

The calculation relies on the yaw references shown in the table. Treat them as documented working assumptions and recheck the target game after updates.

FOV changes perception

Equal physical turn distance does not guarantee equal visual speed. FOV, aspect ratio, camera rules, and target distance can change your perception.

Rounding is real

A target game may store fewer decimals or apply its own scale. Recalculate after saving and use the value that behaves consistently, not the prettiest number.

Continue tuning your aim setup

Use the next tool that matches the question you are asking. Keep cross-game conversion, same-game comparison, physical turn distance, and practice as separate decisions.

Method context and further reading: Aimlabs sensitivity converter · mouse sensitivity research

CS2 sensitivity converter FAQ

Enter your CS2 sensitivity, the active CS2 DPI, choose VALORANT, and enter the target DPI. With equal 800 DPI, the tool uses the 0.022-to-0.07 yaw relationship, so CS2 1.50 produces about 0.471 in Valorant. Test the saved value in the game before fine-tuning it.

The page calculates target sensitivity as CS2 sensitivity × CS2 DPI × 0.022 divided by target DPI × target yaw. Including both DPI values matters when you change the mouse DPI at the same time as the game.

You can estimate a same-DPI conversion without entering different DPI values, but adding both values is safer. The tool uses them to keep the cm/360 check honest when your target setup uses a different DPI stage.

DPI is part of the physical movement calculation. If target DPI doubles and you want the same turn distance, the target game's numeric sensitivity generally needs to become about half as large, subject to that game's yaw scale and rounding.

Choose Apex Legends and enter the source and target DPI. With the equal-yaw profile used here and matching DPI, a CS2 sensitivity of 1.50 produces 1.500 as the starting value. FOV, response behavior, and ADS settings still need an in-game check.

No guarantee is possible from a single ratio. The calculation can align a basic turn distance, while FOV, zoom, input processing, frame pacing, display setup, and your visual habits can make the target feel faster or slower.

Use the converter for the base CS2 sensitivity first. Scoped, sniper, ADS, and per-optic multipliers often follow separate rules, so copy those settings only with a target-game-specific check instead of treating them as the hipfire value.

No. This page intentionally exposes five explained target profiles. For another game, use a tool that documents its scale or use the cm/360 calculator with a verified yaw value; do not copy one game's ratio into a different game.