CS2 / Source
Sensitivity Converter
Moving between shooters without converting sensitivity means relearning your aim in every game, which is why converting properly is worth the two minutes.
How this is calculated
Each game applies its own multiplier between the raw mouse input and in-game rotation. The converter matches true 360 distance — the physical mouse travel needed for a full turn — which is the measure that keeps muscle memory intact across games.
The arithmetic
- converted = (sensitivity × source yaw) ÷ target yaw
- cm/360 = 360 ÷ (converted × target yaw × DPI × 0.0254)
What people get wrong
Matching 360 distance is correct for muscle memory but does not preserve zoomed sensitivity, which many games scale separately. If you play with scopes, check the zoomed multiplier after converting rather than assuming it followed.