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Home / Valorant Sensitivity Calculator 
Gaming Calculators

Valorant Sensitivity Calculator 

Published onMay 6, 2026 Updated onOctober 24, 2026 5:50 pm

Switching shooters should not cost you your aim. This Valorant sensitivity calculator converts a sensitivity from CS:GO, Apex Legends, Overwatch, Fortnite, or Valorant itself into any of the other four, using each game’s yaw value so the physical mouse movement behind your aim stays the same. Alongside the converted number it shows the eDPI of the setting you entered, the eDPI of the converted target setting, and your cm/360, the distance your mouse travels for a full turn.

Valorant Sensitivity Calculator
Convert sensitivity between five FPS games, with eDPI and cm/360

Fortnite note: enter Fortnite sensitivity as a percent, exactly as the game shows it. If you used decimals before, your old 0.08 is now entered as 8.

Converted sensitivity
eDPI (source setting)
cm/360°
eDPI (target game)

The result shows both eDPIs: the source setting’s eDPI and the converted target setting’s eDPI (converted sensitivity × DPI). Each eDPI is only comparable within its own game, never across games. cm/360 is the same in both games after a correct conversion: that sameness is what preserves your aim, and it remains the cross-game measure.

Quick Answer

A CS:GO sensitivity of 2.0 at 800 DPI converts to 0.629 in Valorant, with a source eDPI of 1600, a target eDPI of 503, and 25.98 cm/360. The conversion is (2.0 × 0.022) ÷ 0.07: multiply by the source game's yaw, divide by the target game's yaw. The cm/360 is identical in both games after the conversion, which is exactly what carries your muscle memory across. Those figures are pre-filled above.

Key takeaways

  • Conversion runs on yaw, not on eDPI alone: New sensitivity = Old sensitivity × source yaw ÷ target yaw.
  • Valorant numbers look tiny next to CS:GO numbers because Valorant's yaw (0.07) is about 3.18 times larger than CS:GO's (0.022).
  • The result shows both eDPIs: your source setting's and the converted setting's. Each belongs to its own game, and eDPI never compares across games.
  • Fortnite now takes its percentage exactly as the game shows it: enter 8 for 8 percent. If you used decimals before, your old 0.08 is now entered as 8.
On this page
  • Quick Answer
  • How to use the Valorant sensitivity calculator
  • How the conversion works: yaw, eDPI, and cm/360
  • Worked example: CS:GO 2.0 becomes Valorant 0.629
  • Reading the outputs without fooling yourself
  • Choosing a sensitivity in Valorant once the conversion lands
  • What competing converters miss
  • Frequently asked questions
  • Add This Calculator to Your Website
  • References

How to use the Valorant sensitivity calculator

Set the two games, type the sensitivity and DPI you play on now, and calculate. The result stays hidden until you do.

  1. Pick your source game: the game the sensitivity comes from. The worked example starts from CS:GO.
  2. Enter your current sensitivity exactly as that game shows it. Fortnite percentages go in as the game shows them: 8 for 8 percent.
  3. Enter your DPI from your mouse software. One DPI serves both games in this conversion; 800 is pre-filled as a widely used competitive starting point; use the DPI from your own mouse software.
  4. Pick the target game and click Calculate. You get the converted sensitivity (to three decimals, or as a percent for Fortnite), the eDPI of the setting you entered, the eDPI of the converted setting, your cm/360, and a plain-language band for that turn distance.
  5. Copy or share the result from the results box before you go change settings in game, so the numbers survive the trip.

Blank, non-numeric, zero, or negative sensitivity or DPI is rejected with a single alert, "Please enter valid values", and no result. There is no upper limit check, so a mistyped extra zero will convert happily into an unusable number: sanity-check the cm/360: as a rough guide, playable settings commonly land somewhere between about 20 and 80 cm, so a figure far outside that span usually means a mistyped value.

How the conversion works: yaw, eDPI, and cm/360

Every shooter turns your view by a fixed angle per mouse count at sensitivity 1.0. That angle is the game's yaw, and converting between games is just rescaling by the two yaws: a straight proportion, the kind a proportion calculator solves, where the missing term is your new sensitivity.

Converted sensitivity = Current sensitivity × source yaw ÷ target yaw
eDPI = DPI × in-game sensitivity (valid inside one game only)
cm/360 = (2.54 × 360) ÷ (sensitivity × DPI × yaw)

The yaw values this calculator uses are the ones coded into it, and they match the values the wider converter community uses for these engines:

GameYaw (degrees per count)Valorant multiplier
Valorant0.07× 1.000 (same game)
CS:GO0.022× 0.314 to Valorant
Apex Legends0.022× 0.314 to Valorant
Overwatch0.0066× 0.094 to Valorant
Fortnite0.5555× 7.936 to Valorant

The multiplier column is just source yaw ÷ 0.07 worked out for you. Going the other way, Valorant to CS:GO, multiply by 0.07 ÷ 0.022, about 3.182. Two honest limits: Apex and CS:GO share a yaw in this tool, so converting between them returns your number unchanged, which matches their shared Source-engine behaviour for hip-fire. The Fortnite row uses the percentage exactly as the game shows it: 8 means 8 percent, as the FAQ at the bottom explains.

Worked example: CS:GO 2.0 becomes Valorant 0.629

You play CS:GO at sensitivity 2.0 on an 800 DPI mouse and want the same aim in Valorant. That conversion is pre-filled in the calculator.

1. Source yaw: CS:GO = 0.022→ 2. 2.0 × 0.022 = 0.044→ 3. 0.044 ÷ 0.07 (Valorant yaw) = 0.629→ 4. Check: 25.98 cm/360 in both games

The cm/360 check is the proof the conversion is right: (2.54 × 360) ÷ (2.0 × 800 × 0.022) = 25.98 cm in CS:GO, and (2.54 × 360) ÷ (0.629 × 800 × 0.07) lands on the same 25.98 cm once the unrounded converted value is used. In inches that is about 10.23 in/360; if you think in inches, a cm to inches calculator does that last step. Five more real runs of this tool:

ConversionDPIConvertedeDPI (source)cm/360
CS:GO 2.0 → Valorant8000.629160025.98
Valorant 0.35 → CS:GO8001.11428046.65
Overwatch 5.0 → Valorant8000.471400034.64
Apex 1.8 → CS:GO8001.800144028.86
Valorant 0.4 → Valorant8000.40032040.82
Fortnite 8% → Valorant8000.6356425.72

Reading the outputs without fooling yourself

The converted sensitivity is the number to type into the target game. The eDPI outputs need more care, because they are easy to misread.

eDPI is shown for both settings, and each belongs to one game only. The calculator multiplies the sensitivity you entered by your DPI for the source eDPI, and multiplies the converted sensitivity by your DPI for the target eDPI. In the worked example the source reads 1600, which is the CS:GO eDPI. The Valorant setting it produced, 0.629 at 800 DPI, has a target eDPI of about 503, and the result now shows that figure directly. Neither number is wrong; they just belong to different games, and comparing eDPI across games is the single most common conversion mistake. A 280 eDPI in Valorant and a 280 eDPI in CS:GO are completely different physical speeds.

cm/360 is the number that travels. It is computed from your source setting, and a correct conversion holds it constant, so it doubles as your verification: convert, then convert back with the games swapped, and both the sensitivity and the cm/360 should return to where they started. It is also the best single number for judging a setting: under about 30 cm is fast and flicky, 30 to under 50 cm is the balanced band most tactical-shooter players settle in, and 50 cm and over is slow, precise, and hungry for desk space. The badge under your result uses those same bands.

What the tool does not touch: scoped and ADS multipliers, field of view differences, and movement feel. Display timing sits outside the conversion too: if you want to know what your monitor's hertz means in frame time, a refresh rate calculator covers that side of an FPS setup. Riot's own Valorant beginner's guide walks through the in-game settings screens where those live. Set the converted hip-fire number first, leave the multipliers at 1.0, and play real matches before tuning anything else.

Choosing a sensitivity in Valorant once the conversion lands

A conversion gives you your old aim in a new game, not necessarily your best aim. Use it as the starting point, then tune inside a sane band.

As general guidance, checked in October 2026 and deliberately kept free of named pro settings (they change team, DPI, and sensitivity too often to copy responsibly): a large share of competitive Valorant players sit between roughly 30 and 55 cm/360. At 800 DPI that is a sensitivity of about 0.30 to 0.54, or 240 to 435 Valorant eDPI. Wrist aimers tend to the fast end, arm aimers to the slow end, and Operator players usually prefer the slower half for scoped micro-corrections.

cm/360 bandFeelWatch out for
Under 30 cmHigh sensitivity: fast turns, small movementsOvershooting heads at range; micro-corrections get twitchy
30 to under 50 cmMedium: the balanced band in the result badgeNothing structural; tune in steps of about 5 percent
50 cm and overLow sensitivity: precision firstSlow 180-degree checks; needs a large pad and arm aiming

Tune in small steps and give each step a few matches: change the converted value by about 5 percent at a time (0.629 becomes 0.660 or 0.598), never by copying a stranger's settings wholesale. On the Windows side, keep pointer settings at their defaults so desktop feel does not fight the game; Microsoft's guide to changing mouse settings shows where pointer speed and precision options live. Valorant reads raw mouse input, so in-game consistency mostly comes from holding DPI, sensitivity, and pad space constant once you settle.

What competing converters miss

The strong converters in this space are genuinely good, and they still leave gaps this page is built to close:

  • Full multi-game hubs (eDPI Calculator, Mouse Sensitivity Converters, MouseCheck): dozens of games, pro tables, and DPI-change handling this five-game tool does not attempt. The trade-off is focus: pro tables go stale within a season, and nothing on those pages warns you that an eDPI readout belongs to one game only.
  • The eDPI-only trap: several guides, including the previous version of this page, teach conversion as "new sensitivity = old eDPI ÷ new DPI". That formula ignores yaw entirely. It tells a CS:GO 1.5 player to use 1.5 in Valorant, when the yaw-correct answer is 0.471: an aim more than three times too fast.
  • Fortnite handling: converters differ on whether Fortnite sensitivity is a percent or a fraction, and most never say which they assume. This page now takes the percent exactly as the game shows it, and says so on the input, in the formula section, and in the FAQs.
  • Silent same-yaw pairs: Apex to CS:GO returning the identical number looks like a bug on most tools. Here it is explained: same yaw, same number, by design.
  • No verification step: few pages teach the round-trip check (convert, convert back, compare cm/360). It takes ten seconds and catches nearly every entry mistake, including a Fortnite entry mistake.

Frequently asked questions

Pick your current game as the source, enter the sensitivity you use there and your mouse DPI, set the target to Valorant, and click Calculate. A CS:GO sensitivity of 2.0 at 800 DPI converts to 0.629 in Valorant, because the calculator multiplies by the source yaw and divides by the Valorant yaw of 0.07.

eDPI is mouse DPI × in-game sensitivity, and it is only comparable inside one game. This calculator shows both eDPIs: the setting you entered, in your source game, and the converted setting, in your target game. A setting of 2.0 at 800 DPI reads 1600 whether the target is Valorant or Overwatch, and the converted Valorant setting reads 503 in that example (800 × 0.629). Use each eDPI only inside its own game; do not carry either one into the other game.

cm/360 is the physical mouse distance for one full 360° turn: (2.54 × 360) ÷ (sensitivity × DPI × yaw). A correct conversion preserves it by design, which is the point: your hand travels the same distance for the same turn in both games, so your muscle memory carries over.

Because Valorant turns further per mouse count. Valorant uses a yaw of 0.07 degrees per count against 0.022 for CS:GO, Apex Legends and the other Source-engine games in the list, a ratio of about 3.18. The same physical aim therefore needs a number about 3.18 times smaller in Valorant.

There is no single right answer, and named pro settings change constantly, so this page does not print a pro table. As general guidance checked in October 2026, a large share of competitive Valorant players land between roughly 30 and 55 cm/360, which at 800 DPI is about 0.30 to 0.54 sensitivity. Start inside that band and adjust in small steps from your own converted setting, not from a copied one.

This calculator uses one DPI for both games, which matches how most people convert: same mouse, new game. If you also change DPI, keep the product constant inside the target game: doubling DPI means halving the in-game sensitivity for the same feel. Convert first at your current DPI, then rescale the result for the new DPI.

The conversion matches hip-fire turn distance only. Field of view, aim-down-sights and scoped multipliers, movement speed and acceleration all differ between games and are not converted here. Give a converted setting real matches before judging it, and keep your scoped multiplier at 1.0 at first so one thing at a time changes.

Fortnite shows sensitivity as a percentage, and this calculator now takes it exactly that way: enter 8 for 8 percent. The calculator applies its Fortnite yaw of 0.5555 to the percentage divided by 100 behind the scenes. If you used decimals before, your old 0.08 is now entered as 8.

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References

  1. Riot Games. Valorant Beginner Guide (official settings walkthrough: sensitivity, ADS and scoped multipliers, and general mouse settings). Accessed October 24, 2026.
  2. Microsoft Support. Change mouse settings (Windows pointer speed and Enhance pointer precision options). Accessed October 24, 2026.
  3. National Institute of Standards and Technology. SI Units: Length (the inch is defined as exactly 2.54 cm, the constant in the cm/360 formula). Accessed October 24, 2026.
  4. PCGamingWiki. Valorant (engine, field of view, and input behaviour reference for the PC version). Accessed October 24, 2026.
  5. Riot Games Support. VALORANT UI Settings FAQ (the in-game Settings menu and the options presented to players, reached from the gear icon or the esc key). Accessed October 24, 2026.

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