Same game, new DPI
Convert between games
Hip-fire (unscoped) sensitivity only. Scope and ADS multipliers are separate settings in each game.
How the conversion works
Every game turns the camera a fixed number of degrees for each count your mouse reports, scaled by your sensitivity. That per-count angle at sensitivity 1 is the game's yaw. The distance you move the mouse for a full turn is then:
cm/360 = 360 ÷ (yaw × sensitivity × DPI) × 2.54
Converting keeps that distance the same. For a DPI change in one game
the yaw cancels out, so it's just new sens = old sens × old DPI ÷ new DPI.
Between games, the yaw ratio does the work.
| Game | Yaw (° per count) |
|---|---|
| Counter-Strike 2 | 0.022 |
| CS:GO | 0.022 |
| Apex Legends | 0.022 |
| Team Fortress 2 | 0.022 |
| Valorant | 0.07 |
| Overwatch 2 | 0.0066 |
Only games with a single, well-established yaw are listed. Games whose sensitivity also depends on field of view or resolution (Fortnite, Rainbow Six Siege and others) need more inputs than this tool asks for, so they're left out rather than guessed.
Questions
Should I raise DPI and lower sensitivity?
If the game lets you set a low enough sensitivity, a higher DPI (e.g. 1600 instead of 400) gives smaller rotation steps per count, which can make slow micro-adjustments smoother. Your overall speed stays the same as long as cm/360 does, which is what the first converter keeps constant. Very high DPI can also speed up menus and the desktop cursor, so pick what feels right.
What is eDPI, and why doesn't it match between games?
eDPI is DPI × sensitivity. It's a handy shorthand within one game, but each game has a different yaw, so 800 eDPI in CS2 and 800 eDPI in Valorant are very different speeds. cm/360 is the number that compares across games.
Is my DPI setting accurate?
Not always. Sensors can run a few percent above or below the number on the box, and that shifts your real cm/360. You can measure it with the DPI checker and use the measured value here.
Does Windows or macOS pointer speed matter?
Usually not. Most shooters, including the ones listed here, read raw
mouse input, which bypasses the OS pointer speed and acceleration
settings (in TF2, make sure m_rawinput is set to 1).
Those settings still affect your desktop cursor and menus.