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 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.
Everything is calculated in this page. Your DPI and sensitivity values are not uploaded or saved.
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.
Choose a target
Select Valorant, Apex Legends, Overwatch 2, Call of Duty / Warzone, or Aim Lab. The tool keeps CS2 as the source profile.
Copy your CS2 value
Use the normal sensitivity saved in CS2. Do not paste an ADS, scoped, or temporary multiplier into the base field.
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.
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.
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.
| Target | Yaw reference | Best use | Main limit |
|---|---|---|---|
| VALORANT | 0.07 | A CS2 baseline converted to Valorant decimal sensitivity | FOV and scoped multipliers can change the feel |
| Apex Legends | 0.022 | A same-yaw starting value with a DPI check | FOV, response curve, and ADS settings still matter |
| Overwatch 2 | 0.0066 | A CS2 baseline moved to the Overwatch scale | Hero zoom and FOV settings are not modeled |
| Call of Duty / Warzone | 0.0066 | A basic hipfire starting value | ADS multipliers and per-optic values need separate tuning |
| Aim Lab | 0.022 | Keeping a CS2-style base value for practice | The 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.
| Target | CS2 value | Converted value | Target DPI | cm/360 check |
|---|---|---|---|---|
| VALORANT | 1.50 | 0.471 | 800 | 34.64 → 34.64 cm |
| Apex Legends | 1.50 | 1.500 | 800 | 34.64 → 34.64 cm |
| Overwatch 2 | 1.50 | 5.000 | 800 | 34.64 → 34.64 cm |
| VALORANT | 1.50 | 0.236 | 1600 | 34.64 → 34.64 cm |
| Call of Duty / Warzone | 1.25 | 4.167 | 800 | 41.56 → 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.