Formulas
eDPI = DPI × (percentage ? sensitivity / 100 : sensitivity)
cm/360 = (360 × 2.54) / (DPI × game yaw × displayed sensitivity)
Target sensitivity = (source DPI × source sensitivity × source yaw) / (target DPI × target yaw)
New sensitivity at new DPI = old sensitivity × old DPI / new DPI
Game yaw reference assumptions
A yaw constant models degrees turned per mouse count at the specified in-game input scale. These are community reference values, not official guarantees and can change with patches or settings.
| Game | Yaw model | Entered sensitivity format |
|---|---|---|
| Valorant | 0.07 | Decimal |
| Counter-Strike 2 (CS2) | 0.022 | Decimal |
| Apex Legends | 0.022 | Decimal |
| Overwatch 2 | 0.0066 | Decimal |
| Fortnite | 0.005555 | Displayed percentage (e.g. 10 = 10%) |
Fortnite convention: the 0.005555 yaw estimate is per one displayed percentage point. With 10% sensitivity, the modeled per-count rotation is 10 × 0.005555 = 0.05555 degrees. For eDPI only, the multiplier is 10 ÷ 100 = 0.10.
Worked values
| Setup | eDPI | cm/360 |
|---|---|---|
| Valorant, 800 DPI, 0.32 | 256 | 51.03 |
| CS2, 800 DPI, 1.0 | 800 | 51.95 |
| Fortnite, 800 DPI, 10% | 80 | 20.58 |
Data sources and verification
These starting constants follow community-documented FPS sensitivity models. Independent reference explanations include KrisTools conversion reference, Redmoon sensitivity converter and Gear Geeks sensitivity constants. No official game API feeds this website.
We test the formula engine against known cases in tests/math.test.js included in the download package. A source disagreement or game update may require revised constants; contact us with reproducible evidence.
What the model does not do
The tools cannot independently detect your actual mouse DPI, account for driver acceleration or guarantee a match in all game modes. FOV, ADS, scoped multipliers, independent horizontal/vertical sensitivity, game patches, rounding and hardware behavior can change the result.
Corrections
See Contact for reporting a discrepancy, including the game, values, expected rotation and testing procedure.