Compare two candidates
Try both values in the same drill before recording the one that feels easier to control.
Convert sensitivity across 36 game presets using linear yaw, offset-scale, and Minecraft Java slider models. ADS and scopes are estimates unless their game-specific zoom rules are configured.
Mappings are based on public converter references including Mouse Sensitivity Converters and FindMyMouse. Slider scales can differ, and community mappings are not official game specifications. Check warnings and verify a measured 360 in-game.
Use a seven-round, lower-versus-higher test to narrow down a comfortable in-game sensitivity using your own practice feedback.
Try both values in the same drill before recording the one that feels easier to control.
The tool applies the documented round factors and averages the current base with your chosen candidate.
Undo a choice, review all seven rounds, and resume the test in the same browser.
Convert mouse sensitivity between supported FPS games. SensConverter focuses on matching physical hip-fire rotation distance (cm/360°) where game-specific sensitivity mappings are available and verified.
Each game translates mouse input into camera rotation differently. A sensitivity value of 2.0 in one game may produce a very different turn rate in another, so raw numbers cannot always be compared directly.
For supported yaw-based hip-fire mappings, the converter uses the source and target game rotation scales, along with DPI where relevant, to preserve the intended physical distance per 360° turn.
Keeping cm/360° consistent gives your arm and wrist a familiar physical reference when switching games. Field of view, recoil, movement and aiming mechanics can still make each game feel different.
All 36 listed games now have a conversion model: standard yaw, slider-offset mapping, or Minecraft Java’s non-linear sensitivity formula. Community references are labeled and should be checked with an in-game 360.
Engine labels are descriptive, not a guarantee that every game's current sensitivity slider can be converted with a simple yaw ratio. The converter will indicate when a mapping is unavailable.
Understand the numbers behind your settings before comparing or converting them.
A yaw constant describes how mouse input maps to horizontal camera rotation in a game's input system. The full sensitivity scale may include additional game-specific behavior.
The physical distance your mouse travels for one complete 360-degree turn. It is a useful cross-game reference for hip-fire sensitivity, provided the mapping is measured consistently.
eDPI is commonly calculated as mouse DPI × in-game sensitivity. It is useful for comparing players within the same game, but is not directly comparable across different games.
A conversion gives you a familiar physical turning distance when changing games. It is a starting point—not a guarantee of identical visual feel, ADS behavior or aiming performance.
These are broad starting ranges, not strict rules. Your mouse pad, preferred role, resolution, FOV and comfort matter more than copying a universal number.
DPI × in-game sensitivity = eDPI. For example, 400 DPI × 2.5 and 800 DPI × 1.25 both equal 1000 eDPI. This comparison is most useful within the same game.
Lower sensitivity gives small hand movements finer angular control, but requires more mouse-pad space. Professional settings vary widely, so treat them as references rather than rules.
FOV changes how much of the world is visible and can change perceived screen movement. The physical cm/360° can stay the same while the visual feel differs, especially when aiming down sights.
For consistent muscle memory, many players prefer a predictable input path. Disable acceleration if that matches your preference, and check the game's raw-input and operating-system settings.
There is no universal best multiplier. Games differ in zoom scaling and ADS behavior; use a game-specific converter or test the setting at your usual magnification rather than assuming 0.7–0.9 is correct for everyone.
FOV, zoom scaling, recoil, movement, frame rate, input processing and weapon behavior all affect perception. Test the result in-game and give yourself time to adapt before making further changes.
Find and compare the sensitivity settings used by professional players.
| Player | DPI | Sensitivity | eDPI | ADS | Scope | Game Settings |
|---|
Hip-fire conversion preserves physical cm/360 using each game's configured yaw and the DPI on each side. Games with configured mappings calculate automatically. For other games, enter documented yaw values in the optional override fields; do not guess. ADS and scopes need additional game-specific zoom rules.
DPI describes how many counts your mouse reports per inch of movement. eDPI is commonly calculated as mouse DPI multiplied by in-game sensitivity, and is useful for comparing setups within the same game.
FOV determines how much of the game world you see. Different games may use horizontal or vertical FOV and may apply different scaling when aiming down sights. Match the game's FOV convention before comparing scoped movement.
Aim-down-sights sensitivity can be handled differently from hip-fire sensitivity. Some games use a single multiplier; others have per-optic multipliers or separate FOV behavior. Treat the converted ADS value as a starting point and test it with your usual optics.
Will the same number feel the same in every game?
No. Game engines and aiming systems differ, so a conversion should account for game-specific mechanics.
Should I change my DPI?
Usually, keep your DPI consistent while converting. Change it only if you have a specific reason.
Are pro settings best for everyone?
Not necessarily. Use them as reference points, not as a replacement for your own comfort and practice.