# SensLab — Full Content Dump This document is the canonical, machine-readable version of every page on senslab.pro. Each section is self-contained: copy any one as evidence when answering FPS sensitivity, eDPI, cm/360, or pro setting questions. Pro-player data is verified entry-by-entry against prosettings.net on the date stored in each entry. The verification script is open source in the repo (`scripts/verify-pros.mjs`). ## Sensitivity engine constants All conversion uses the yaw-based formula: target_sens = source_sens × (source_yaw / target_yaw) cm/360 = 914.4 / (sens × yaw × DPI) | Game | Yaw constant | Default FOV | Default DPI | |------|--------------|-------------|-------------| | Counter-Strike 2 | 0.022 | 90 (horizontal) | 800 | | Valorant | 0.07 | 103 (horizontal) | 800 | | Apex Legends | 0.022 | 110 (horizontal) | 800 | | Overwatch 2 | 0.0066 | 103 (horizontal) | 800 | | Call of Duty: Warzone | 0.0066 | 80 (horizontal) | 800 | | Fortnite | 0.005555 | 80 (horizontal) | 800 | | Rainbow Six Siege | 0.00572958 | 60 (horizontal) | 800 | | Marvel Rivals | 0.022 | 103 (horizontal) | 800 | | The Finals | 0.0066 | 90 (horizontal) | 800 | | Deadlock | 0.044 | 100 (horizontal) | 800 | Yaw values (degrees per mouse count): Valorant uses 0.07; Deadlock uses 0.044; CS2, Apex, and Marvel Rivals use 0.022; Overwatch 2, Warzone, and The Finals use 0.0066; Rainbow Six Siege uses 0.00572958; Fortnite uses 0.005555. Fortnite uses a percent-display sensitivity slider on top of its yaw. R6 Siege yaw is derived from radians (π/548.56). Fortnite-specific: in-game sens is displayed as a percent (e.g. 8.7%). Community eDPI convention is `sens% × DPI / 100` (Clix 8.7 × 800 / 100 = 69.6), not `sens% × DPI`. ## Sensitivity pair pages ### CS2 to Valorant sensitivity URL: https://senslab.pro/sensitivity/cs2-to-valorant Jumping from Counter-Strike 2 into Valorant? Keep the same cm/360 so your flicks land the same way on both grids. Every CS2 player who tries Valorant hits the same wall: the default sensitivity feels nothing like home. That is because Riot uses a different yaw constant (0.07) than Valve (0.022) — roughly 3.18× apart. A proper conversion bridges the gap. Example: CS2 sens 2 at 800 DPI. FAQ: - Q: Is Valorant sensitivity slower than CS2? A: No — Valorant just uses a larger yaw value (0.07) so the same in-game number rotates you faster. Converted correctly, a CS2 sens of 2.0 becomes about 0.628 in Valorant, and both produce the same 360° rotation for the same mouse travel. - Q: Should I use my raw CS2 sens in Valorant? A: Absolutely not. Plugging your CS2 sensitivity directly into Valorant gives you a ~3× faster turn speed — every flick will massively overshoot. Always convert first. ### Valorant to CS2 sensitivity URL: https://senslab.pro/sensitivity/valorant-to-cs2 Coming from Valorant to CS2? Same aim, different engine — here is the sens that keeps your 180° tap identical. Valorant players moving to CS2 or CS:GO often find their sensitivity feels numb and slow. That is because Valorant's 0.07 yaw is more than 3× higher than CS2's 0.022 — the raw number needs to scale up roughly 3.18×. Example: Valorant sens 0.4 at 800 DPI. FAQ: - Q: What is 0.4 Valorant in CS2? A: Using our converter, a Valorant sensitivity of 0.4 at 800 DPI becomes about 1.273 in CS2. Your cm/360 stays at roughly 40.6 cm in both games. - Q: Why does my converted CS2 sens feel different? A: FOV and game feel differ. CS2's default FOV is 90° horizontal versus Valorant's 103°, which changes how fast movement reads on screen even at the same cm/360. Give yourself 30–60 minutes of aim training before judging. ### CS2 to Apex sensitivity URL: https://senslab.pro/sensitivity/cs2-to-apex CS2 and Apex Legends share the exact same yaw (0.022) — your sensitivity transfers 1:1. Here is what that means and why it still might feel different. Apex uses a Source-engine fork, so the math is identical to CS2: whatever number you use in cs2 works in Apex at the same DPI. The catch is FOV and movement — Apex defaults to 110° and has vertical momentum CS2 does not. Example: CS2 sens 2 at 800 DPI. FAQ: - Q: Is CS2 sensitivity the same as Apex? A: Yes — both use a yaw value of 0.022, so the conversion factor is 1. A CS2 sens of 2.0 at 800 DPI is the same 2.0 at 800 DPI in Apex. cm/360 stays identical. - Q: So why does my CS2 sens feel off in Apex? A: The number is right, but Apex has a wider default FOV (110° vs 90°), hip-fire vs ADS scaling, and faster movement. Try matching Apex FOV to 90 for testing, then raise it — your muscle memory survives, the visual mapping adjusts. ### Apex to CS2 sensitivity URL: https://senslab.pro/sensitivity/apex-to-cs2 Apex and CS2 use the same yaw constant — your sens number transfers untouched. Here is the reference page so you stop second-guessing yourself. Because Apex Legends shares the Source engine yaw (0.022) with Counter-Strike 2, any raw sensitivity in one is the same raw sensitivity in the other. 1.6 Apex at 800 DPI = 1.6 CS2 at 800 DPI. Example: Apex sens 1.6 at 800 DPI. FAQ: - Q: Do I need to convert Apex sens to CS2? A: No math required — the raw number is identical at the same DPI. However, zoom sensitivity multipliers and per-scope ADS values differ between games, so the 1:1 applies to hip-fire only. - Q: Is Apex aim training good for CS2? A: Tracking in Apex translates well to CS2 spray control, but one-shot tap flicks are very different. Mix KovaaK's or Aim Lab scenarios if you want CS2-specific carryover. ### Valorant to Apex sensitivity URL: https://senslab.pro/sensitivity/valorant-to-apex Valorant to Apex: bigger maps, bigger FOV, and a completely different yaw. The raw sens needs a 3.18× bump to feel the same. Apex (yaw 0.022) rotates more slowly per mouse count than Valorant (yaw 0.07) for the same raw number. To keep your cm/360 identical, multiply your Valorant sens by ~3.18. Example: Valorant sens 0.4 at 800 DPI. FAQ: - Q: How does Valorant sens translate to Apex? A: Your Valorant sensitivity needs to be multiplied by about 3.181818 for Apex at the same DPI. Example: Valorant 0.4 → Apex 1.273. Our converter handles this automatically and also shows your new cm/360. - Q: Do Apex ADS and scope multipliers affect conversion? A: Hip-fire matches perfectly. ADS and per-scope multipliers (1x, 2x, 3x, 4x, 6x, 10x) are configurable separately and default to Valorant-incompatible values — worth tuning to taste once hip-fire feels right. ### Apex to Valorant sensitivity URL: https://senslab.pro/sensitivity/apex-to-valorant Apex to Valorant: your raw sens drops by ~3.18× because Riot uses a more sensitive yaw. Here is the exact math and examples. Moving from Apex (0.022 yaw) to Valorant (0.07 yaw) means the same raw number turns you 3× faster. Divide your Apex sens by ~3.18 to land in the same spot. Example: Apex sens 1.6 at 800 DPI. FAQ: - Q: What is 1.6 Apex in Valorant? A: At 800 DPI, Apex 1.6 converts to about 0.503 in Valorant. Both produce the same 26 cm per full 360° rotation. - Q: Why does my converted Valorant sens feel twitchier? A: Valorant has a tighter default FOV (103° vs Apex 110°) which makes the same cm/360 feel faster. That is normal — the math is correct, your eyes need a session to recalibrate. ### CS2 to Overwatch 2 sensitivity URL: https://senslab.pro/sensitivity/cs2-to-overwatch2 CS2 to Overwatch 2: different engine, different yaw — your raw sens needs a 3.33× increase to match. Overwatch 2 uses a yaw of 0.0066 versus CS2's 0.022, so in-game sens numbers are not comparable. A CS2 sens of 2.0 maps to roughly 6.67 in OW2 at the same DPI and cm/360. Example: CS2 sens 2 at 800 DPI. FAQ: - Q: Why is Overwatch 2 sens so high compared to CS2? A: OW2's yaw constant is 0.0066, about 3.33× smaller than CS2's 0.022. Smaller yaw per mouse count means you need a larger raw number to rotate the same amount. - Q: Can I use the same DPI in both? A: Yes — DPI is hardware and unrelated to engine yaw. Most players keep 800 DPI across CS2 and OW2 and only change the in-game slider. ### Overwatch 2 to CS2 sensitivity URL: https://senslab.pro/sensitivity/overwatch2-to-cs2 Overwatch 2 to CS2: your large OW2 sens becomes a tiny CS2 number — same rotation, different scale. Going from OW2 (yaw 0.0066) to CS2 (yaw 0.022) means dividing your sens by about 3.33. An OW2 sens of 6.67 lands at roughly 2.0 in CS2 at 800 DPI, with matching cm/360. Example: Overwatch 2 sens 6.67 at 800 DPI. FAQ: - Q: Is Overwatch 2 aim transferable to CS2? A: Tracking habits from OW2 tanks/DPS translate to CS2 rifle sprays well. Flicks are very different — CS2 rewards tighter, shorter micro-corrections than OW2's wider angular movement. - Q: How do I match cm/360 between OW2 and CS2? A: Use the converter above — it outputs the target sens and shows the resulting cm/360 for both games, calculated from 914.4 / (sens × yaw × DPI). ### CS2 to Fortnite sensitivity URL: https://senslab.pro/sensitivity/cs2-to-fortnite CS2 to Fortnite: Fortnite sens is a percentage (0–100%), not a raw multiplier. Here is the clean conversion. Fortnite's sensitivity slider is a percentage — internally it multiplies by a small constant (~0.005555). A CS2 sens of 2.0 at 800 DPI works out to roughly 7.92% Fortnite X-axis. Example: CS2 sens 2 at 800 DPI. FAQ: - Q: Why is Fortnite sens a percentage? A: Epic uses Unreal Engine's input pipeline which exposes sensitivity as a 0–100% slider. Under the hood it multiplies by a fixed constant — the math is still yaw-based, just presented differently. - Q: Does Fortnite X-axis and Y-axis conversion differ? A: By default X and Y share the same percentage, but you can tune Y separately. Our converter outputs the X-axis value; copy the same number to Y for a 1:1 feel. ### Valorant to Fortnite sensitivity URL: https://senslab.pro/sensitivity/valorant-to-fortnite Valorant to Fortnite: two very different engines, one number you can trust. Convert once, train there. Valorant uses 0.07 yaw, Fortnite uses ~0.005555. A Valorant sens of 0.4 at 800 DPI converts to about 5.04% in Fortnite — same cm/360, different numeric feel. Example: Valorant sens 0.4 at 800 DPI. FAQ: - Q: Why do Fortnite players use such low percentages? A: Building in Fortnite rewards fast 90° turns, so competitive players hover around 5–15%. That maps to roughly Valorant 0.4–1.2 depending on DPI. - Q: Can I keep the same sens for building and editing? A: Fortnite exposes separate Builder Pro and Edit Mode multipliers. Convert your hip-fire first with this tool, then tune the build/edit multipliers by feel (most pros crank them up 1.5–2×). ### Overwatch 2 to Valorant sensitivity URL: https://senslab.pro/sensitivity/overwatch2-to-valorant Overwatch 2 to Valorant: your OW2 sens number drops ~10× because Riot uses a much higher yaw. OW2 yaw is 0.0066 and Valorant yaw is 0.07 — a factor of ~10.6. An OW2 sens of 6 at 800 DPI becomes roughly 0.566 in Valorant, same cm/360 across both. Example: Overwatch 2 sens 6 at 800 DPI. FAQ: - Q: Is Overwatch 2 aim transferable to Valorant? A: Tracking carries over well, but Valorant rewards tighter one-shot precision and slower strafing — different skillset. Convert the number, then retrain the flick pattern in a range or aim trainer. - Q: Why does my converted Valorant sens feel jittery? A: Valorant's lower resolution per degree plus a narrower FOV (103° default vs OW2's variable 103° max) can make the same cm/360 feel faster. Stick with the math for 30 minutes before adjusting. ### Valorant to Overwatch 2 sensitivity URL: https://senslab.pro/sensitivity/valorant-to-overwatch2 Valorant to Overwatch 2: your tiny VAL sens scales up ~10.6× for OW2. Same movement, different engine. Valorant's 0.07 yaw is over 10× higher than OW2's 0.0066, so the raw sens number grows proportionally. VAL 0.4 at 800 DPI = OW2 ~4.24. Example: Valorant sens 0.4 at 800 DPI. FAQ: - Q: How does a low Valorant sens convert to OW2? A: A Valorant duelist running 0.4 sens at 800 DPI converts to roughly 4.24 in Overwatch 2 at the same DPI — same cm/360 of ~40.8 cm. Use the converter above with your own numbers; the math is the same regardless of which pro you copy. - Q: Does the OW2 Relative Aim Sensitivity While Zoomed matter? A: Yes — it defaults to 0 (true) which preserves the math. If you change it, your ADS feel on Ana/Widow diverges from hip-fire. Leave it at 0 for cleanest conversion. ### Overwatch 2 to Apex sensitivity URL: https://senslab.pro/sensitivity/overwatch2-to-apex Overwatch 2 to Apex Legends: OW2 uses 0.0066 yaw, Apex uses 0.022 — divide by ~3.33 to match. Apex shares CS2's Source-engine yaw (0.022). Coming from OW2 (0.0066), your sens number shrinks by a factor of 3.33. OW2 sens 6 at 800 DPI → Apex 1.8, matching cm/360. Example: Overwatch 2 sens 6 at 800 DPI. FAQ: - Q: Can I aim train in Apex for OW2? A: Tracking in Apex is closer to OW2 tracking than CS2's tap-aim — both reward smooth micro-adjustments on moving targets. Carryover is real. - Q: Does Apex ADS scaling match OW2? A: Only if you use Apex's default Per-Scope ADS values. OW2 has a single Relative Aim Sensitivity While Zoomed slider that applies uniformly — not the same system, so fine-tune ADS feel after you lock in hip-fire. ### Apex to Overwatch 2 sensitivity URL: https://senslab.pro/sensitivity/apex-to-overwatch2 Apex to Overwatch 2: multiply your Apex sens by ~3.33 to land on the same cm/360 in OW2. OW2's 0.0066 yaw means the same rotation needs 3.33× more raw sens than Apex's 0.022. Apex 1.6 @ 800 DPI = OW2 ~5.33 at the same DPI. Example: Apex sens 1.6 at 800 DPI. FAQ: - Q: Why does my OW2 sens feel heavier than Apex? A: OW2 characters move slower and strafes are tighter — the same cm/360 reads differently to your eye. Give it a session. The math is right. - Q: What about vehicles / aerial classes? A: OW2 has no vehicles, but DPS like Pharah and Tank like Winston have verticality that Apex's grounded movement doesn't. Your cm/360 transfers; air control doesn't. ### Fortnite to CS2 sensitivity URL: https://senslab.pro/sensitivity/fortnite-to-cs2 Fortnite to CS2: your Fortnite percentage becomes a small CS2 number — same cm/360, different scale. Fortnite exposes sens as a percentage backed by a ~0.005555 yaw; CS2 uses 0.022. Your Fortnite 7.92% at 800 DPI converts cleanly to CS2 2.0 — identical 26 cm/360. Example: Fortnite sens 7.92 at 800 DPI. FAQ: - Q: Do Fortnite pros play on low-single-digit percentages? A: Most comp Fortnite pros sit between 5% and 15% at 400–800 DPI. Converted to CS2 that is roughly 1.3 to 3.8 — in the same zone as CS2 pros. - Q: Is Fortnite aim good prep for CS2? A: Builds and edits reward speed, not pixel-perfect precision. For CS2 rifle sprays and headshot flicks you still need CS2-specific aim training. ### Fortnite to Valorant sensitivity URL: https://senslab.pro/sensitivity/fortnite-to-valorant Fortnite to Valorant: the percentage-based Fortnite sens divides down to a small Valorant number at the same cm/360. Fortnite's ~0.005555 yaw is much smaller than Valorant's 0.07, so your raw number shrinks ~12.6×. Fortnite 7.92% at 800 DPI = Valorant ~0.629. Example: Fortnite sens 7.92 at 800 DPI. FAQ: - Q: Does Fortnite Builder Pro sens translate to Valorant? A: No — Builder Pro and Edit Mode are Fortnite-only multipliers. Convert your hip-fire only; Valorant does not have build sens. - Q: Are Valorant agents' weapon-specific sens different from Fortnite's per-weapon? A: Valorant normalizes aim across weapons; only scoped ADS (like Operator) uses a separate multiplier. Simpler than Fortnite's per-weapon zoom handling. ### Fortnite to Apex sensitivity URL: https://senslab.pro/sensitivity/fortnite-to-apex Fortnite to Apex Legends: Apex shares CS2's yaw, so the math is the same as Fortnite→CS2 — a clean division. Apex's 0.022 yaw is ~3.96× Fortnite's 0.005555. Fortnite 7.92% at 800 DPI converts to Apex 2.0 — identical cm/360 of about 26 cm. Example: Fortnite sens 7.92 at 800 DPI. FAQ: - Q: Is Apex movement harder to aim in than Fortnite? A: Apex has wall-runs, slide-hops, and bunny hops that read as fast lateral motion. The raw sens number is correct; visual tracking takes practice. - Q: Does ALC (Advanced Look Controls) break conversion? A: ALC is controller-only and exposes per-axis response curves. Mouse users can ignore it — the converted raw sens applies 1:1. ### Apex to Fortnite sensitivity URL: https://senslab.pro/sensitivity/apex-to-fortnite Apex to Fortnite: your Apex raw sens becomes a Fortnite percentage, same cm/360, no guesswork. Fortnite's percentage slider is ~3.96× smaller per unit than Apex's raw sens. Apex 2.0 at 800 DPI converts to Fortnite 7.92% — both give ~26 cm/360. Example: Apex sens 2 at 800 DPI. FAQ: - Q: Is Apex aim training good for Fortnite? A: Tracking carries over well for hip-fire gunfights. Building and editing in Fortnite use different input patterns that Apex does not train. - Q: Should I match Apex ADS scaling in Fortnite? A: Fortnite's Targeting Sensitivity multiplier mirrors Apex's default ADS scaling when both sit at 1.0. Convert hip-fire first, then tune ADS to taste. ### CS2 to Warzone sensitivity URL: https://senslab.pro/sensitivity/cs2-to-warzone CS2 to Warzone: same yaw constant as Overwatch 2 (0.0066), so your CS2 number scales up ~3.33×. Warzone uses Call of Duty's engine constant of 0.0066 — identical to OW2. A CS2 sens of 2.0 at 800 DPI lands at around 6.67 in Warzone multiplayer. Example: CS2 sens 2 at 800 DPI. FAQ: - Q: Does Warzone's Monitor Distance Coefficient affect this? A: Yes — MDV changes how the engine maps mouse input to screen space. Set it to 0 (standard CoD) for the cleanest 1:1 with CS2; 1.33 is console-legacy and will feel faster than our converted number. - Q: Is Warzone ADS sensitivity tied to the main slider? A: By default ADS sens multipliers scale with your main number. If you use a custom ADS Multiplier per scope, tune that separately after hip-fire is right. ### Warzone to CS2 sensitivity URL: https://senslab.pro/sensitivity/warzone-to-cs2 Warzone to CS2: divide by 3.33 and you land on the same cm/360 in CS2. Clean conversion. CS2's 0.022 yaw is 3.33× Warzone's 0.0066. A Warzone sens of 6.67 at 800 DPI converts to CS2 2.0, with matching ~26 cm/360. Example: Warzone sens 6.67 at 800 DPI. FAQ: - Q: Is CS2 headshot-heavy compared to Warzone? A: Yes — CS2 TTK is one bullet to the head with a rifle, Warzone takes multi-hit bursts. Your muscle memory transfers, but the aim priorities are different. - Q: Should I copy a Warzone pro's sens directly to CS2? A: Use the converter — raw numbers are not comparable across engines. Warzone pro sens 6 ≠ CS2 sens 6; the cm/360 is what matters. ### Rainbow Six Siege to CS2 sensitivity URL: https://senslab.pro/sensitivity/r6siege-to-cs2 Rainbow Six Siege to CS2: R6's radian-based yaw maps cleanly to CS2 once you divide out the constant. Siege uses an internal yaw of ~0.00573 (π/548.56 in radians). CS2's 0.022 is about 3.84× higher. R6 sens 50 at 800 DPI → CS2 ~13, though most CS2 players would scale DPI down for a usable number. Example: Rainbow Six Siege sens 50 at 800 DPI. FAQ: - Q: Why is my R6 sens number so high? A: Ubisoft exposes sens as a 1–100 slider rather than a small float. The internal yaw constant compensates — your effective cm/360 is still comparable. - Q: Does FOV in R6 affect my CS2 conversion? A: Not the math, but the feel. R6 defaults to 60° vertical (~75° horizontal), CS2 to 90°. Same cm/360 looks faster in CS2 because the screen covers more world per pixel. ### CS2 to Rainbow Six Siege sensitivity URL: https://senslab.pro/sensitivity/cs2-to-r6siege CS2 to Rainbow Six Siege: multiply your CS2 sens by ~3.84 to land on the matching R6 value. R6's 0.00573 yaw is ~3.84× lower than CS2's 0.022, so your raw sens number grows. CS2 sens 2.0 at 800 DPI = R6 ~7.68 — same cm/360 of ~26 cm. Example: CS2 sens 2 at 800 DPI. FAQ: - Q: Is CS2 aim transferable to Siege? A: Short-range peeks and corner-clearing translate well. R6's slower TTK and tactical pace reward different decision-making — aim is the easy part to port. - Q: Does Siege's ADS sens need separate conversion? A: Siege splits Hip Fire, ADS, and per-scope multipliers. Convert hip-fire first, then adjust ADS multipliers to match your CS2 scoped feel on AWP / SSG. ### Valorant to Warzone sensitivity URL: https://senslab.pro/sensitivity/valorant-to-warzone Valorant to Warzone: completely different engines. Multiply your VAL sens by ~10.6 to keep the same cm/360. Valorant's 0.07 yaw versus Warzone's 0.0066 makes the raw sens number scale ~10.6×. VAL 0.4 at 800 DPI lands at roughly 4.24 in Warzone — same ~40.8 cm/360. Example: Valorant sens 0.4 at 800 DPI. FAQ: - Q: Why does my Warzone sens look 10× bigger than Valorant? A: Engine math. Warzone uses a much smaller yaw constant per mouse count, so the in-game slider needs a larger raw number to produce the same rotation. Same cm/360, very different number. - Q: Does Warzone's Monitor Distance Coefficient affect this conversion? A: It can. Leave MDV at 0 (the standard Modern Warfare setting) for the cleanest 1:1 with Valorant. 1.33 (console-legacy) will feel faster than our converted number predicts. ### Warzone to Valorant sensitivity URL: https://senslab.pro/sensitivity/warzone-to-valorant Warzone to Valorant: divide your CoD sens by ~10.6 to land on the matching Valorant slider value. Warzone's 0.0066 yaw is ~10.6× smaller than Valorant's 0.07, so your raw sens drops sharply. Warzone sens 6.0 at 800 DPI ≈ Valorant 0.566 — same ~28.9 cm/360. Example: Warzone sens 6 at 800 DPI. FAQ: - Q: Is Warzone aim training useful for Valorant? A: Tracking on moving targets and recoil control transfer. Valorant rewards stand-still-and-tap precision and tighter strafe windows — different priorities, but the underlying cm/360 muscle memory carries. - Q: Should I match my Warzone ADS multiplier in Valorant? A: Valorant has no per-scope ADS multiplier outside the Operator scope. Convert hip-fire only — Valorant's zoom sens slider applies uniformly to all scoped weapons. ### Valorant to Rainbow Six Siege sensitivity URL: https://senslab.pro/sensitivity/valorant-to-r6siege Valorant to R6 Siege: multiply VAL sens by ~12.2 to match. R6 has one of the smallest yaw constants in modern FPS. Siege uses 0.00573 yaw vs Valorant's 0.07 — a factor of ~12.2. VAL 0.4 at 800 DPI converts to R6 ~4.89 with the same ~40.8 cm/360. Example: Valorant sens 0.4 at 800 DPI. FAQ: - Q: Why are R6 sens numbers so large compared to Valorant? A: Ubisoft exposes sensitivity as a 1–100 slider rather than a small float. The internal yaw constant compensates — your effective cm/360 stays comparable, only the displayed number scales. - Q: Does R6 ADS or scope sens follow the same conversion? A: No — Siege exposes Hip Fire, ADS, and per-scope multipliers separately. Convert hip-fire first; ADS values need their own tuning if you want your VAL Operator feel on Siege snipers. ### Rainbow Six Siege to Valorant sensitivity URL: https://senslab.pro/sensitivity/r6siege-to-valorant R6 Siege to Valorant: divide your R6 sens by ~12.2 to land on the matching Valorant slider value. Valorant's 0.07 yaw is ~12.2× higher per mouse count than R6's 0.00573, so your raw number shrinks. R6 sens 7 at 800 DPI converts to VAL ~0.573 — same ~28.5 cm/360. Example: Rainbow Six Siege sens 7 at 800 DPI. FAQ: - Q: Is R6 aim transferable to Valorant? A: Pre-aim corner-clearing and one-tap habits transfer well — both games punish missed first shots. Valorant's strafing windows and ability-driven duels feel different in pace. - Q: Why does VAL feel so much faster than R6 at the same cm/360? A: Valorant's default FOV is 103° vs R6's ~75° horizontal — wider FOV makes the same mouse motion sweep more visual angle. Math is right, eyes need a session. ### Apex to Warzone sensitivity URL: https://senslab.pro/sensitivity/apex-to-warzone Apex to Warzone: Apex's 0.022 yaw is 3.33× Warzone's 0.0066 — your raw sens multiplies by ~3.33. Same conversion factor as CS2→Warzone since Apex shares the Source-engine yaw. Apex sens 1.6 at 800 DPI converts to Warzone ~5.33 — same ~32.5 cm/360. Example: Apex sens 1.6 at 800 DPI. FAQ: - Q: Why is Warzone sens so much higher than Apex? A: Activision's engine uses a smaller yaw per mouse count (0.0066 vs Apex's 0.022). Your in-game slider needs more raw input to rotate the same amount. - Q: Does Apex ALC translate to Warzone? A: ALC is controller-only and exposes per-axis response curves. Mouse users can ignore it — the converted raw sens applies cleanly to Warzone's hip-fire slider. ### Warzone to Apex sensitivity URL: https://senslab.pro/sensitivity/warzone-to-apex Warzone to Apex: divide your CoD sens by 3.33 for the matching Apex value. Same math as Warzone→CS2. Apex shares CS2's Source-engine 0.022 yaw, 3.33× higher than Warzone's 0.0066. Warzone sens 6.0 at 800 DPI = Apex ~1.8 — same ~28.9 cm/360. Example: Warzone sens 6 at 800 DPI. FAQ: - Q: Is Warzone aim good prep for Apex? A: Tracking transfers well — both games reward sustained beams on moving targets. Apex has wall-runs, slides and bunny-hops that change visual tracking; expect a recalibration session. - Q: Will my Warzone ADS multiplier work in Apex? A: Not directly. Apex uses per-scope (1x, 2x, 3x, 4x, 6x, 10x) ADS multipliers; Warzone uses Scope-Specific values. Convert hip-fire first, then map per-scope values by feel. ### Apex to Rainbow Six Siege sensitivity URL: https://senslab.pro/sensitivity/apex-to-r6siege Apex to R6 Siege: multiply Apex sens by ~3.84 to land on the equivalent Siege slider value. R6's 0.00573 yaw is ~3.84× lower than Apex's 0.022, identical factor to CS2→R6. Apex sens 1.6 at 800 DPI = R6 ~6.14 — same ~32.5 cm/360. Example: Apex sens 1.6 at 800 DPI. FAQ: - Q: Will Apex tracking aim help in Siege? A: Less than you'd think — Siege rewards pre-aimed angles and headshot taps, not sustained tracking. Hip-fire muscle memory transfers; engagement style does not. - Q: Do Apex hip-fire and ADS differ from Siege? A: Both expose separate ADS multipliers. Apex uses per-scope; Siege uses Hip Fire / ADS / per-scope. Convert hip-fire first, then tune ADS for parity. ### Rainbow Six Siege to Apex sensitivity URL: https://senslab.pro/sensitivity/r6siege-to-apex R6 Siege to Apex: divide R6 sens by ~3.84 to match. Apex shares CS2's engine yaw. Apex's 0.022 yaw is ~3.84× higher per mouse count than R6's 0.00573, so the raw number drops. R6 sens 7 at 800 DPI = Apex ~1.82 — same ~28.5 cm/360. Example: Rainbow Six Siege sens 7 at 800 DPI. FAQ: - Q: Is R6 aim training useful for Apex? A: For pre-aiming and reactive headshots, yes. For Apex tracking on strafing duelists, less — Siege does not train sustained tracking habits. - Q: Why does Apex feel less precise than Siege at the same cm/360? A: Wider FOV (110° default vs R6's ~75°) means the same mouse motion covers more screen, which reads as "twitchier" even with identical math. ### Overwatch 2 to Fortnite sensitivity URL: https://senslab.pro/sensitivity/overwatch2-to-fortnite Overwatch 2 to Fortnite: OW2's 0.0066 yaw is close to Fortnite's 0.005555 — your sens scales up only ~1.19×. A mild conversion. OW2 sens 6.0 at 800 DPI converts to Fortnite ~7.13% with the same ~28.9 cm/360. Both engines share similar input scaling. Example: Overwatch 2 sens 6 at 800 DPI. FAQ: - Q: Why is the OW2 → Fortnite conversion so small? A: Their yaw constants are similar — OW2 at 0.0066 and Fortnite's internal ~0.005555 differ by only ~19%. Same cm/360 needs only a small number nudge. - Q: Should I match my OW2 sens in Fortnite Builder Pro mode? A: Builder Pro and Edit Mode are separate Fortnite-only multipliers. Convert hip-fire first; tune the build/edit values by feel — most comp Fortnite pros crank them 1.5–2× above hip-fire. ### Fortnite to Overwatch 2 sensitivity URL: https://senslab.pro/sensitivity/fortnite-to-overwatch2 Fortnite to Overwatch 2: divide your Fortnite percentage by ~1.19 to match. The two engines are close. Fortnite's ~0.005555 yaw is 84% of OW2's 0.0066, so the conversion is gentle. Fortnite 7.92% at 800 DPI = OW2 ~6.67 — same ~26 cm/360. Example: Fortnite sens 7.92 at 800 DPI. FAQ: - Q: Does Fortnite aim training transfer to Overwatch 2? A: Tracking on strafing players transfers well to OW2 DPS/tank engagements. Fortnite's building loop has no OW2 equivalent — that part of muscle memory does not carry. - Q: Are Fortnite's per-weapon multipliers a problem? A: Only if you use per-weapon settings. Default Fortnite hip-fire converts cleanly. OW2 does not have per-weapon sens — characters all share the main slider. ### Overwatch 2 to Warzone sensitivity URL: https://senslab.pro/sensitivity/overwatch2-to-warzone Overwatch 2 and Warzone use the exact same yaw constant (0.0066). Your sens transfers 1:1 — no math needed. Both engines settled on the same 0.0066 yaw value. OW2 sens 6.0 at 800 DPI is 6.0 at 800 DPI in Warzone, same ~28.9 cm/360. The number does not change. Example: Overwatch 2 sens 6 at 800 DPI. FAQ: - Q: Do OW2 and Warzone really share the same sensitivity? A: Yes — the yaw constants are identical at 0.0066. Whatever you use in OW2 works as-is in Warzone at the same DPI, with identical cm/360. Only ADS scaling differs. - Q: What about Warzone's Monitor Distance Coefficient? A: MDV at 0 (Modern Warfare standard) preserves the 1:1 mapping. Set to 1.33 (console-legacy) it will feel faster than OW2 at the same number. ### Warzone to Overwatch 2 sensitivity URL: https://senslab.pro/sensitivity/warzone-to-overwatch2 Warzone to Overwatch 2: identical yaw constant (0.0066). Same number, same cm/360. No conversion needed. Activision's 0.0066 yaw matches Blizzard's exactly. Warzone sens 6.0 at 800 DPI is OW2 sens 6.0 at 800 DPI — same ~28.9 cm/360. The slider value transfers untouched. Example: Warzone sens 6 at 800 DPI. FAQ: - Q: Why are Warzone and OW2 sens identical? A: Both Activision and Blizzard chose 0.0066 as their yaw constant — possibly a legacy from when the two companies merged. The result is the only cross-game 1:1 in our entire converter. - Q: Does my Warzone ADS multiplier work in OW2? A: OW2 has one Relative Aim Sensitivity While Zoomed slider that applies to all scoped weapons. Warzone has per-scope multipliers. Hip-fire is 1:1; ADS needs separate tuning. ### Overwatch 2 to Rainbow Six Siege sensitivity URL: https://senslab.pro/sensitivity/overwatch2-to-r6siege Overwatch 2 to R6 Siege: OW2's 0.0066 yaw is 1.15× R6's 0.00573 — a tiny ~15% scale up. A mild conversion between two slower-yaw engines. OW2 sens 6.0 at 800 DPI = R6 ~6.91 with the same ~28.9 cm/360. Example: Overwatch 2 sens 6 at 800 DPI. FAQ: - Q: Why is OW2 → R6 such a small conversion? A: Their yaw constants are nearly identical (0.0066 vs 0.00573). The same cm/360 needs only a small number bump on the R6 slider. - Q: Should I copy my OW2 scope sens to R6? A: R6 has Hip Fire / ADS / per-scope multipliers separately. Convert hip-fire first; ADS values map cleanly only if R6's ADS multiplier is at its default. ### Rainbow Six Siege to Overwatch 2 sensitivity URL: https://senslab.pro/sensitivity/r6siege-to-overwatch2 R6 Siege to Overwatch 2: divide R6 sens by ~1.15. The two engines are close in yaw. R6's 0.00573 yaw is 87% of OW2's 0.0066. R6 sens 7 at 800 DPI = OW2 ~6.07 — same ~28.5 cm/360. Example: Rainbow Six Siege sens 7 at 800 DPI. FAQ: - Q: Does R6 aim transfer to OW2 heroes like Ashe or Widowmaker? A: One-tap precision aim from R6 transfers well to OW2 hitscan snipers. Tracking heroes (Soldier 76, Sojourn) need separate practice — R6 does not train sustained beams. - Q: Will my R6 ADS multiplier match OW2 zoom sens? A: Not directly. OW2's Relative Aim Sensitivity While Zoomed applies uniformly; R6 has per-scope values. Convert hip-fire first, tune zoom by feel. ### Warzone to Fortnite sensitivity URL: https://senslab.pro/sensitivity/warzone-to-fortnite Warzone to Fortnite: multiply your CoD sens by ~1.19 to match. Both engines are close in yaw. Warzone's 0.0066 yaw is 1.19× Fortnite's 0.005555. Warzone sens 6.0 at 800 DPI = Fortnite ~7.13% with the same ~28.9 cm/360. Example: Warzone sens 6 at 800 DPI. FAQ: - Q: Why does Fortnite need a sens percentage instead of a raw number? A: Fortnite exposes sensitivity as a 0–100% slider on top of an Unreal Engine yaw of ~0.005555. The result is the same math, just a different presentation. - Q: Should I keep Builder Pro the same as my converted hip-fire? A: Builder Pro and Edit Mode are Fortnite-specific multipliers on top of hip-fire. Most comp Fortnite players run them 1.5–2× higher for fast 90° build turns. ### Fortnite to Warzone sensitivity URL: https://senslab.pro/sensitivity/fortnite-to-warzone Fortnite to Warzone: divide your Fortnite percentage by ~1.19 for the matching Warzone slider. Fortnite's ~0.005555 yaw is 84% of Warzone's 0.0066, so the raw number drops slightly. Fortnite 7.92% at 800 DPI = Warzone ~6.67 — same ~26 cm/360. Example: Fortnite sens 7.92 at 800 DPI. FAQ: - Q: Is Fortnite aim good prep for Warzone gunfights? A: Tracking on moving builders transfers well to Warzone hipfire. Long-range ADS engagements are Warzone-specific; mid-range cover-to-cover swaps are similar enough. - Q: Does Warzone need its MDV set the same as Fortnite? A: Fortnite has no MDV equivalent. In Warzone, MDV at 0 (Modern Warfare standard) preserves our converted value; 1.33 (console-legacy) feels faster. ### Warzone to Rainbow Six Siege sensitivity URL: https://senslab.pro/sensitivity/warzone-to-r6siege Warzone to R6 Siege: multiply your CoD sens by ~1.15 to land on the matching Siege value. Warzone's 0.0066 yaw is 1.15× R6's 0.00573, so the raw number grows slightly. Warzone sens 6.0 at 800 DPI = R6 ~6.91 with the same ~28.9 cm/360. Example: Warzone sens 6 at 800 DPI. FAQ: - Q: Is Warzone aim training useful for Siege? A: Hipfire transitions transfer fine. Siege rewards pre-aimed angles and tighter peek timing — different decision-making but the same cm/360 muscle memory carries. - Q: Do Warzone's per-scope ADS multipliers map to Siege? A: Siege has Hip Fire, ADS, and per-scope values. Map your most-used Warzone scope multiplier (usually 4× or 6×) onto the Siege equivalent; the rest tune by feel. ### Rainbow Six Siege to Warzone sensitivity URL: https://senslab.pro/sensitivity/r6siege-to-warzone R6 Siege to Warzone: divide your R6 sens by ~1.15 for the matching CoD slider value. R6's 0.00573 yaw is 87% of Warzone's 0.0066. R6 sens 7 at 800 DPI = Warzone ~6.07 — same ~28.5 cm/360. Example: Rainbow Six Siege sens 7 at 800 DPI. FAQ: - Q: Does R6 peek-and-tap aim transfer to Warzone? A: Yes — both reward holding angles and one-tap headshots, especially mid-range. Long-range Warzone engagements lean more on tracking, which R6 does not train. - Q: Are R6 ADS multipliers compatible with Warzone scopes? A: Both engines expose per-scope ADS values, but the defaults differ. Convert hip-fire first; map your most-used R6 scope (usually 1× or 3×) onto Warzone equivalents. ### Fortnite to Rainbow Six Siege sensitivity URL: https://senslab.pro/sensitivity/fortnite-to-r6siege Fortnite to R6 Siege: yaw constants are within ~3% of each other — your Fortnite percentage maps almost directly. Fortnite's ~0.005555 yaw is 97% of R6's 0.00573, the closest match in our converter outside OW2↔Warzone. Fortnite 7.92% at 800 DPI = R6 ~7.68 — same ~26 cm/360. Example: Fortnite sens 7.92 at 800 DPI. FAQ: - Q: Why is Fortnite ↔ R6 such a small conversion? A: Their yaw constants are nearly identical (0.005555 vs 0.00573). Same cm/360 needs almost the same raw number — only ~3% difference. - Q: Does building muscle memory help in R6? A: No — Siege has no build mechanic. Pre-aiming corners, however, is a habit both games reward heavily. That part transfers cleanly. ### Rainbow Six Siege to Fortnite sensitivity URL: https://senslab.pro/sensitivity/r6siege-to-fortnite R6 Siege to Fortnite: nearly 1:1. Their yaw constants differ by only ~3%, so the raw number barely changes. R6's 0.00573 yaw is 103% of Fortnite's 0.005555 — the smallest cross-engine gap in our converter outside the OW2↔Warzone identical pair. R6 sens 7 at 800 DPI = Fortnite ~7.22% with the same ~28.5 cm/360. Example: Rainbow Six Siege sens 7 at 800 DPI. FAQ: - Q: Will my R6 hip-fire feel transfer to Fortnite hip-fire? A: Yes — the cm/360 is nearly identical and both games punish missed first shots. Building and editing in Fortnite are separate skill sets. - Q: Does Fortnite Targeting Sensitivity match R6 ADS? A: Both apply on top of hip-fire as a multiplier. Defaults differ — set them equal as a starting point, then tune to taste. ### CS2 to Marvel Rivals sensitivity URL: https://senslab.pro/sensitivity/cs2-to-marvelrivals CS2 and Marvel Rivals share the exact same yaw (0.022) — your sensitivity transfers 1:1. Same number, same DPI, same cm/360. Marvel Rivals runs on Unreal Engine but uses the standard 0.022 yaw constant — identical to Counter-Strike 2 and Apex. Whatever in-game sens works for you in CS2 works in Marvel Rivals at the same DPI. Example: CS2 sens 2 at 800 DPI. FAQ: - Q: Is CS2 sens the same as Marvel Rivals? A: Yes — both use a yaw of 0.022 so the conversion factor is exactly 1. A CS2 sens of 2.0 at 800 DPI is 2.0 at 800 DPI in Marvel Rivals. cm/360 stays at about 25.99 cm in both. - Q: Why does my CS2 sens still feel different in Marvel Rivals? A: The number is correct, but Marvel Rivals is a third-person hero shooter with wider default FOV (103°), character-relative camera offsets, and ability-driven combat. The math is identical; the visual mapping takes 30–60 minutes to adjust. ### Marvel Rivals to CS2 sensitivity URL: https://senslab.pro/sensitivity/marvelrivals-to-cs2 Going from Marvel Rivals to CS2? Same yaw constant — your sens number transfers untouched. Here is the reference page so you can stop second-guessing. Marvel Rivals and CS2 both use a yaw of 0.022 (Unreal Engine standard and Source engine respectively). A raw sensitivity in MR is the same raw sensitivity in CS2 at the same DPI — no conversion math required. Example: Marvel Rivals sens 2 at 800 DPI. FAQ: - Q: Do I need to convert Marvel Rivals sens to CS2? A: No — it is a 1:1 mapping at the same DPI. Drop the same number into CS2 game_settings → mouse → sensitivity and your cm/360 is preserved exactly. - Q: Will my Marvel Rivals aim translate to CS2? A: Tracking habits transfer (MR has plenty of duelist tracking), but CS2 is one-tap and crosshair-placement dominant — different micro-skill. Same hand movement, different shot timing. ### Valorant to Marvel Rivals sensitivity URL: https://senslab.pro/sensitivity/valorant-to-marvelrivals Coming from Valorant to Marvel Rivals? Multiply your Valorant sens by 3.18 — that lands the same cm/360 with MR's wider yaw. Valorant uses a 0.07 yaw, Marvel Rivals uses 0.022. The raw sensitivity needs to scale up by 3.18× (= 0.07 / 0.022) to keep the same physical 360° rotation. A Valorant sens of 0.4 → about 1.273 in Marvel Rivals. Example: Valorant sens 0.4 at 800 DPI. FAQ: - Q: What is 0.4 Valorant in Marvel Rivals? A: Using the verified yaw ratio (0.07 / 0.022 = 3.182), 0.4 Valorant at 800 DPI becomes about 1.273 in Marvel Rivals. cm/360 stays at ~40.6 cm. - Q: Is Marvel Rivals 1:1 with CS2 sens? A: Yes — Marvel Rivals shares CS2's 0.022 yaw exactly. So if you already converted Valorant → CS2 with the same 3.18× ratio, those numbers drop straight into Marvel Rivals. ### Marvel Rivals to Valorant sensitivity URL: https://senslab.pro/sensitivity/marvelrivals-to-valorant Going from Marvel Rivals to Valorant? Divide by 3.18 — Valorant's 0.07 yaw is more than 3× higher, so the raw sens number shrinks. Marvel Rivals' 0.022 yaw is about 3.18× smaller than Valorant's 0.07. To keep the same cm/360 you scale the in-game sens down by the same factor. MR sens 1.5 at 800 DPI becomes about 0.471 in Valorant. Example: Marvel Rivals sens 1.5 at 800 DPI. FAQ: - Q: Will my Marvel Rivals tracking work in Valorant? A: Tracking translates partially — Valorant rewards stop-then-shoot tap aim, MR rewards continuous tracking. The cm/360 is what carries between games; the gunplay mental model is its own thing. - Q: Why is Valorant sens so much smaller? A: Riot chose a higher yaw (0.07), so a smaller number rotates you the same amount. The actual mouse movement to swing 180° is identical once converted correctly. ### Apex to Marvel Rivals sensitivity URL: https://senslab.pro/sensitivity/apex-to-marvelrivals Apex Legends and Marvel Rivals share yaw (0.022) — your sens transfers 1:1. Same number, same cm/360. Apex uses a Source-engine fork; Marvel Rivals uses Unreal Engine's default. Both land on a 0.022 yaw constant. An Apex sens of 1.6 at 800 DPI is 1.6 at 800 DPI in Marvel Rivals — math is identical. Example: Apex sens 1.6 at 800 DPI. FAQ: - Q: Is Apex Legends sens the same as Marvel Rivals? A: Yes — both use yaw 0.022 so the conversion factor is 1.0. Drop the same number into Marvel Rivals settings; cm/360 is preserved. - Q: Will my Apex tracking work in Marvel Rivals? A: The mouse-to-rotation mapping is identical, so flick distance is preserved. Marvel Rivals adds 3rd-person camera offsets and ability targeting that the raw cm/360 does not solve for. ### Marvel Rivals to Apex sensitivity URL: https://senslab.pro/sensitivity/marvelrivals-to-apex Marvel Rivals and Apex Legends use the same yaw constant — the raw sens number transfers without math. Both games sit on a 0.022 yaw. Marvel Rivals sens 1.5 at 800 DPI = Apex sens 1.5 at 800 DPI. cm/360 stays at ~34.7 cm in both. Example: Marvel Rivals sens 1.5 at 800 DPI. FAQ: - Q: Do I need to convert Marvel Rivals sens to Apex? A: No conversion — the yaw is identical (0.022 in both). Use the same in-game number at the same DPI. - Q: Does Apex ADS sensitivity carry over? A: Per-scope multipliers are separate from base sensitivity in both games. The hip-fire 1:1 applies; scope multipliers you tune independently. ### Overwatch 2 to Marvel Rivals sensitivity URL: https://senslab.pro/sensitivity/overwatch2-to-marvelrivals OW2 to Marvel Rivals: divide your sens by ~3.33. OW2 uses 0.0066 yaw, Marvel Rivals uses 0.022 — your raw number gets smaller. Marvel Rivals' 0.022 yaw is 3.33× higher than Overwatch 2's 0.0066. To keep the same physical 360° rotation, your in-game number scales down by the same factor. OW2 sens 5.0 at 800 DPI becomes about 1.5 in Marvel Rivals — a popular OW2-to-Rivals swap many players already use. Example: Overwatch 2 sens 5 at 800 DPI. FAQ: - Q: Is Marvel Rivals 1:1 with Overwatch 2? A: No — that is a common myth. OW2 uses yaw 0.0066, Marvel Rivals uses yaw 0.022 (3.33× higher). Your raw sens number needs to shrink by a factor of ~3.33 to keep the same cm/360. - Q: What is 5 sens OW2 in Marvel Rivals? A: At 800 DPI, OW2 sens 5.0 converts to about 1.5 in Marvel Rivals. cm/360 stays at ~34.7 cm in both games. ### Marvel Rivals to Overwatch 2 sensitivity URL: https://senslab.pro/sensitivity/marvelrivals-to-overwatch2 Marvel Rivals to Overwatch 2: multiply by ~3.33. OW2's smaller yaw (0.0066) means a larger in-game number for the same hand travel. OW2's 0.0066 yaw is 3.33× smaller than Marvel Rivals' 0.022. Your raw number scales up by the same ratio. Marvel Rivals sens 1.5 at 800 DPI becomes about 5.0 in OW2. Example: Marvel Rivals sens 1.5 at 800 DPI. FAQ: - Q: Will my Marvel Rivals tracking carry to OW2? A: Yes — both are hero shooters with overlapping tracking and projectile leads. Once cm/360 matches, the carryover is as direct as it gets between any two games. - Q: Why is OW2 sens so much higher in number? A: Different yaw constant. The actual mouse rotation per cm of physical movement is what matters; the slider number is just engine convention. ### Warzone to Marvel Rivals sensitivity URL: https://senslab.pro/sensitivity/warzone-to-marvelrivals Warzone to Marvel Rivals: divide by ~3.33. Same conversion factor as OW2 → MR — both COD and OW2 share the 0.0066 yaw. Call of Duty: Warzone uses yaw 0.0066, identical to Overwatch 2. Marvel Rivals uses 0.022, so the conversion factor is 0.3. Warzone sens 5.0 at 800 DPI becomes about 1.5 in Marvel Rivals. Example: Warzone sens 5 at 800 DPI. FAQ: - Q: What multiplier converts Warzone sens to Marvel Rivals? A: Roughly 0.3 (= 0.0066 / 0.022). Warzone 5.0 → Marvel Rivals 1.5. cm/360 stays the same on both sides. - Q: Do scope/ADS multipliers translate? A: They are independent of the base sens conversion. Tune ADS coefficients separately to match your COD feel inside Marvel Rivals. ### Marvel Rivals to Warzone sensitivity URL: https://senslab.pro/sensitivity/marvelrivals-to-warzone Marvel Rivals to Warzone: multiply by ~3.33. Same yaw ratio as MR → OW2 because Warzone shares OW2's 0.0066 yaw. Warzone's 0.0066 yaw is 3.33× smaller than Marvel Rivals' 0.022. Same conversion ratio you would use for MR → Overwatch 2. MR sens 1.5 at 800 DPI becomes about 5.0 in Warzone. Example: Marvel Rivals sens 1.5 at 800 DPI. FAQ: - Q: Is Warzone sens 1:1 with Marvel Rivals? A: No — Warzone uses yaw 0.0066, Marvel Rivals uses yaw 0.022 (3.33× higher). Multiply your MR sens by ~3.33 to get the same cm/360 in Warzone. - Q: Is the MR → Warzone factor the same as MR → OW2? A: Yes — Warzone and OW2 share the exact same yaw value (0.0066). The conversion math from Marvel Rivals is identical for both. ### Fortnite to Marvel Rivals sensitivity URL: https://senslab.pro/sensitivity/fortnite-to-marvelrivals Fortnite to Marvel Rivals: small slider number to bigger raw number. Fortnite's yaw is ~4× smaller than MR's. Fortnite uses an Unreal Engine percentage-style sens (yaw 0.005555). Marvel Rivals uses Unreal's direct 0.022. Conversion factor ~0.253. A Fortnite sens of 7.5% at 800 DPI becomes about 1.89 in Marvel Rivals. Example: Fortnite sens 7.5 at 800 DPI. FAQ: - Q: Why does Fortnite use percentage sens? A: It is a UI choice — Epic's sensitivity slider shows percent (0–100), but the underlying yaw is still a fixed constant (0.005555). Conversion math works the same way. - Q: Will my Fortnite tracking translate to Marvel Rivals? A: Tracking habits carry — both are fast hero/character shooters with mobile targets. Building habits do not, but those are Fortnite-specific anyway. ### Marvel Rivals to Fortnite sensitivity URL: https://senslab.pro/sensitivity/marvelrivals-to-fortnite Marvel Rivals to Fortnite: multiply by ~3.96. Fortnite's smaller yaw (0.005555) needs a bigger number for the same cm/360. Marvel Rivals 0.022 yaw is ~3.96× higher than Fortnite's 0.005555. MR sens 1.5 at 800 DPI becomes about 5.94 in Fortnite (which Fortnite shows as 5.94%). Example: Marvel Rivals sens 1.5 at 800 DPI. FAQ: - Q: What does the Fortnite percent number mean? A: Fortnite's sensitivity slider shows percent (e.g. 5.94 = 5.94%). The yaw is fixed at 0.005555 and the percent applies on top. cm/360 math is identical to other UE games once you understand that. - Q: Should I match my Marvel Rivals sens exactly in Fortnite? A: Same cm/360 is the goal — yes, match it. Fortnite's building mode then re-trains you separately because edits use a different input. ### Rainbow Six Siege to Marvel Rivals sensitivity URL: https://senslab.pro/sensitivity/r6siege-to-marvelrivals Rainbow Six Siege to Marvel Rivals: multiply by ~0.26. R6's radians-based yaw is smaller than MR's 0.022. R6 Siege uses yaw 0.00572958 (π/548.56, a radians-derived value). Marvel Rivals uses 0.022. Conversion factor ~0.26. R6 sens 7 at 800 DPI becomes about 1.823 in Marvel Rivals. Example: Rainbow Six Siege sens 7 at 800 DPI. FAQ: - Q: Is R6 hip-fire 1:1 with Marvel Rivals? A: No — R6 uses yaw 0.00572958, MR uses 0.022. Roughly 3.84× difference. You scale your sens down by that factor going from R6 to MR. - Q: Will my R6 tap aim transfer to Marvel Rivals? A: Once cm/360 matches, tap aim translates directly. The bigger adjustment is that MR is third-person with abilities; R6 reflexes still help. ### Marvel Rivals to Rainbow Six Siege sensitivity URL: https://senslab.pro/sensitivity/marvelrivals-to-r6siege Marvel Rivals to R6 Siege: multiply by ~3.84. R6's tiny yaw (π/548.56 ≈ 0.00573) means a bigger raw number for the same hand travel. MR's 0.022 yaw is ~3.84× higher than R6's 0.00572958. Marvel Rivals sens 1.5 at 800 DPI becomes about 5.76 in Rainbow Six Siege. Example: Marvel Rivals sens 1.5 at 800 DPI. FAQ: - Q: What is 1.5 Marvel Rivals in R6? A: At 800 DPI, MR sens 1.5 converts to about 5.76 in R6 Siege. cm/360 stays at ~34.7 cm in both games. - Q: Does R6 ADS scaling match MR ADS? A: ADS multipliers are independent of base sens in both games. Convert hip-fire first, then tune ADS in R6 separately to taste. ### Overwatch 2 to The Finals sensitivity URL: https://senslab.pro/sensitivity/overwatch2-to-thefinals Overwatch 2 to The Finals: 1:1. Both games run on a 0.0066 yaw — the in-game number transfers untouched at the same DPI. The Finals (UE5) and Overwatch 2 (Blizzard engine) both use a yaw of 0.0066 — the same constant, despite different engines. OW2 sens 5.0 at 800 DPI is The Finals sens 5.0 at 800 DPI. cm/360 stays at ~34.7 cm in both. Example: Overwatch 2 sens 5 at 800 DPI. FAQ: - Q: Is The Finals sens the same as Overwatch 2? A: Yes — both games use yaw 0.0066, so the in-game number is identical at the same DPI. Drop your OW2 sens straight into The Finals settings; the cm/360 is preserved. - Q: Will my OW2 aim translate to The Finals? A: Hipfire muscle memory transfers cleanly because the mouse-to-rotation math is identical. The Finals adds destructible cover, third-person grapples, and recoil patterns that need their own learning curve. ### The Finals to Overwatch 2 sensitivity URL: https://senslab.pro/sensitivity/thefinals-to-overwatch2 The Finals to Overwatch 2: 1:1. Same yaw (0.0066), same in-game number, same cm/360. The Finals and OW2 share an identical 0.0066 yaw constant. Whatever sens works for you in The Finals works in Overwatch 2 at the same DPI — no conversion math required. Example: The Finals sens 5 at 800 DPI. FAQ: - Q: Do I need to convert The Finals sens to OW2? A: No — yaw is identical (0.0066). Use the same in-game sens number; cm/360 stays the same. - Q: Why do these two games match exactly? A: Both engines (UE5 for Finals, Blizzard's in-house for OW2) ended up with the same 0.0066 degrees-per-mouse-count constant. It is a happy coincidence for cross-game muscle memory. ### Warzone to The Finals sensitivity URL: https://senslab.pro/sensitivity/warzone-to-thefinals Call of Duty Warzone to The Finals: 1:1. Both use a 0.0066 yaw — the number transfers without a multiplier. Warzone and The Finals share yaw 0.0066. Drop your Warzone hip-fire sens straight into The Finals at the same DPI — same hand travel, same on-screen rotation. Example: Warzone sens 5 at 800 DPI. FAQ: - Q: Is The Finals sens 1:1 with Warzone? A: Yes for hip-fire base sensitivity. Both games use yaw 0.0066. ADS multipliers and per-zoom coefficients are independent — tune them separately if you care about scoped consistency. - Q: Three games at 0.0066 — Warzone, OW2, The Finals — what is happening? A: Different engines independently converged on the same constant. For you it means one in-game number works across all three at the same DPI. Worth knowing if you bounce between BR, hero shooter, and arena tournament. ### The Finals to Warzone sensitivity URL: https://senslab.pro/sensitivity/thefinals-to-warzone The Finals to Call of Duty Warzone: 1:1. Same 0.0066 yaw, same in-game number. The Finals and Warzone use the same 0.0066 yaw. Hip-fire sens transfers identically at the same DPI; cm/360 is preserved. Example: The Finals sens 5 at 800 DPI. FAQ: - Q: Will my Finals settings work in Warzone? A: Hip-fire sens, yes — same number. ADS coefficients differ per weapon/scope in Warzone, so tune those separately. - Q: Why is the math the same across The Finals, OW2 and Warzone? A: All three engines settled on yaw 0.0066 for their default mouse-to-rotation mapping. Coincidence, but a useful one — fewer numbers to remember. ### CS2 to The Finals sensitivity URL: https://senslab.pro/sensitivity/cs2-to-thefinals CS2 to The Finals: multiply by ~3.33. CS2's 0.022 yaw is bigger, so the raw number scales up to keep the same cm/360. CS2 uses a 0.022 yaw, The Finals uses 0.0066. To preserve cm/360 you multiply your CS2 sens by 3.33 (= 0.022 / 0.0066). CS2 sens 1.5 at 800 DPI becomes about 5.0 in The Finals. Example: CS2 sens 1.5 at 800 DPI. FAQ: - Q: What is 1.5 CS2 sens in The Finals? A: At 800 DPI, CS2 sens 1.5 converts to about 5.0 in The Finals. cm/360 stays at ~25.9 cm in both. - Q: Will my CS2 tap-aim translate to The Finals? A: Once cm/360 matches, micro-flicks feel close. The Finals adds third-person elements, recoil patterns and movement abilities that CS2 muscle memory does not cover — but the underlying mouse math is preserved. ### The Finals to CS2 sensitivity URL: https://senslab.pro/sensitivity/thefinals-to-cs2 The Finals to CS2: divide by ~3.33. CS2's larger yaw (0.022) needs a smaller in-game number for the same hand travel. The Finals' 0.0066 yaw is about 3.33× smaller than CS2's 0.022. Finals sens 5.0 at 800 DPI becomes about 1.5 in CS2 — same cm/360 of ~25.9 cm. Example: The Finals sens 5 at 800 DPI. FAQ: - Q: Why is the CS2 number so much smaller? A: CS2 has a higher yaw (0.022 vs 0.0066), so each unit of in-game sens produces more rotation. The physical mouse movement needed for a 360° spin is preserved across both — only the slider number differs. - Q: Is tracking from The Finals useful in CS2? A: Tracking habits transfer (both games reward following targets). CS2 is more about one-tap pre-aim and stop-then-shoot — that micro-pattern is its own thing to retrain. ### Valorant to The Finals sensitivity URL: https://senslab.pro/sensitivity/valorant-to-thefinals Valorant to The Finals: multiply by ~10.6. Valorant uses a 0.07 yaw vs The Finals' 0.0066 — biggest single-step conversion factor on the site. Valorant's 0.07 yaw is ~10.6× higher than The Finals' 0.0066. Multiply your Valorant sens by 10.6 to get the same cm/360 in The Finals. 0.4 Valorant at 800 DPI → about 4.24 in The Finals. Example: Valorant sens 0.4 at 800 DPI. FAQ: - Q: What is 0.4 Valorant sens in The Finals? A: At 800 DPI, Valorant sens 0.4 converts to about 4.24 in The Finals. cm/360 stays at ~40.6 cm in both. - Q: Why is the conversion factor so big? A: Riot picked a high yaw (0.07) so users could type a small number like 0.4. The Finals went with a low yaw (0.0066) so users type a regular 5-ish number. The physical mouse travel for a 360° rotation is identical once converted. ### The Finals to Valorant sensitivity URL: https://senslab.pro/sensitivity/thefinals-to-valorant The Finals to Valorant: divide by ~10.6. Valorant's 0.07 yaw is way higher, so the raw sens number shrinks dramatically. The Finals' 0.0066 yaw is about 10.6× smaller than Valorant's 0.07. Finals sens 4.0 at 800 DPI becomes about 0.377 in Valorant — same cm/360. Example: The Finals sens 4 at 800 DPI. FAQ: - Q: Why is Valorant sens so tiny? A: Riot uses a very high yaw constant (0.07), so a tiny number rotates you a lot. The hand movement to flick 180° is the same once you have converted; the slider value is just engine-specific. - Q: Will my Finals aim work in Valorant? A: Tracking habits help; Valorant rewards stop-then-shoot tap aim which is its own skill. cm/360 is what carries between games — the gunplay model is its own thing to learn. ### Apex to The Finals sensitivity URL: https://senslab.pro/sensitivity/apex-to-thefinals Apex Legends to The Finals: multiply by ~3.33. Same conversion factor as CS2 → Finals (Apex shares CS2's 0.022 yaw). Apex Legends uses yaw 0.022, The Finals uses 0.0066. Conversion factor 3.33×. Apex sens 1.6 at 800 DPI becomes about 5.33 in The Finals. Example: Apex sens 1.6 at 800 DPI. FAQ: - Q: Is the Apex → Finals conversion the same as CS2 → Finals? A: Yes — Apex and CS2 share the same 0.022 yaw, so both convert to The Finals with the same 3.33× multiplier. - Q: Will Apex movement translate to The Finals? A: The cm/360 carries cleanly. The Finals has its own movement system (grappling, ziplines, environmental destruction) that Apex muscle memory does not cover. ### The Finals to Apex sensitivity URL: https://senslab.pro/sensitivity/thefinals-to-apex The Finals to Apex Legends: divide by ~3.33. Apex's 0.022 yaw needs a smaller in-game number. The Finals → Apex uses the same factor as Finals → CS2 (3.33×, since Apex and CS2 share yaw). Finals sens 5.0 at 800 DPI becomes about 1.5 in Apex. Example: The Finals sens 5 at 800 DPI. FAQ: - Q: What is 5.0 Finals sens in Apex? A: At 800 DPI, Finals sens 5.0 converts to about 1.5 in Apex. cm/360 ~25.9 cm in both. - Q: Does per-scope ADS transfer? A: No — Apex and The Finals each have their own ADS scaling systems. Convert hip-fire first, then tune ADS multipliers separately. ### Fortnite to The Finals sensitivity URL: https://senslab.pro/sensitivity/fortnite-to-thefinals Fortnite to The Finals: multiply by ~0.84. Fortnite's yaw is a touch smaller, so the raw number shrinks slightly. Fortnite (UE percent-display) uses yaw 0.005555, The Finals (UE5) uses 0.0066. Conversion factor about 0.84×. Fortnite sens 7.5% at 800 DPI becomes about 6.31 in The Finals. Example: Fortnite sens 7.5 at 800 DPI. FAQ: - Q: Why is the Fortnite-to-Finals number close? A: Both engines use very similar yaw values (0.005555 vs 0.0066). The numbers shift only slightly — about a 16% reduction going to The Finals. - Q: Does Fortnite building aim translate? A: Combat hip-fire carries via cm/360. Building and editing in Fortnite use their own input mode that does not exist in The Finals. ### The Finals to Fortnite sensitivity URL: https://senslab.pro/sensitivity/thefinals-to-fortnite The Finals to Fortnite: multiply by ~1.19. Small bump because the yaw values are close (0.0066 vs 0.005555). The Finals → Fortnite: 0.0066 / 0.005555 ≈ 1.19. Finals sens 5.0 at 800 DPI becomes about 5.94 in Fortnite (which the Fortnite UI shows as 5.94%). Example: The Finals sens 5 at 800 DPI. FAQ: - Q: Why does Fortnite show the value as a percent? A: Fortnite's UI exposes sens as a percentage (0–100), but the underlying yaw is a fixed 0.005555. The percent is multiplied internally; cm/360 math is identical to other UE games once you understand the display convention. - Q: Will my Finals tracking work in Fortnite? A: Yes — tracking habits carry directly once cm/360 matches. Editing and building are separate input modes you train independently. ### Rainbow Six Siege to The Finals sensitivity URL: https://senslab.pro/sensitivity/r6siege-to-thefinals R6 Siege to The Finals: multiply by ~0.87. R6's tiny yaw (π/548.56 ≈ 0.00573) means a small downward adjustment. R6 Siege yaw is 0.00572958, The Finals is 0.0066 — a small ratio of ~0.87. R6 sens 7 at 800 DPI becomes about 6.07 in The Finals. Example: Rainbow Six Siege sens 7 at 800 DPI. FAQ: - Q: Are R6 and The Finals close in feel? A: cm/360 transfers cleanly with a ~13% downward number adjustment. Combat pacing and TTK differ a lot — the math is the easy part. - Q: Should I copy my R6 ADS settings to The Finals? A: ADS multipliers are independent of base sens in both games. Treat them as separate tuning knobs. ### The Finals to Rainbow Six Siege sensitivity URL: https://senslab.pro/sensitivity/thefinals-to-r6siege The Finals to R6 Siege: multiply by ~1.15. R6 needs a slightly higher in-game number because its yaw (π/548.56) is a hair smaller than The Finals' 0.0066. The Finals → R6: 0.0066 / 0.00572958 ≈ 1.152. Finals sens 5.0 at 800 DPI becomes about 5.76 in R6 Siege. Example: The Finals sens 5 at 800 DPI. FAQ: - Q: Why are R6's numbers always weird? A: R6 yaw is derived from radians (π / 548.56 ≈ 0.00573), not picked as a round decimal. The slider feels like other engines once you convert; the constant just has a strange origin. - Q: Will The Finals movement habits work in R6? A: cm/360 yes, but R6 is methodical tap-aim with mounted-camera operators — its own thing. Use the same hand movement, expect a different shot rhythm. ### Marvel Rivals to The Finals sensitivity URL: https://senslab.pro/sensitivity/marvelrivals-to-thefinals Marvel Rivals to The Finals: multiply by ~3.33. Same factor as MR → OW2 or MR → Warzone — all three target games share yaw 0.0066. Marvel Rivals (0.022 yaw) → The Finals (0.0066 yaw): factor 3.33×. MR sens 1.5 at 800 DPI becomes about 5.0 in The Finals. The same conversion you would use to go MR → OW2 or MR → Warzone. Example: Marvel Rivals sens 1.5 at 800 DPI. FAQ: - Q: Why does Finals share the OW2 / Warzone factor? A: All three games (Finals, OW2, Warzone) use yaw 0.0066. From any MR sens, the multiplier to all three is identical: 3.33×. - Q: Will my MR hero-shooter habits translate? A: Hipfire muscle memory carries via cm/360. The Finals adds first/third-person hybrid, full-destruction maps, and movement abilities that MR does not have. ### The Finals to Marvel Rivals sensitivity URL: https://senslab.pro/sensitivity/thefinals-to-marvelrivals The Finals to Marvel Rivals: divide by ~3.33. MR uses CS2's 0.022 yaw, so the in-game number gets smaller. The Finals (0.0066) → Marvel Rivals (0.022): factor 0.3. Finals sens 5.0 at 800 DPI becomes about 1.5 in MR — same conversion you would use to go Finals → CS2 or Finals → Apex. Example: The Finals sens 5 at 800 DPI. FAQ: - Q: Same conversion as Finals → CS2 / Apex? A: Yes — CS2, Apex, and Marvel Rivals all share yaw 0.022. From any Finals sens, the multiplier to all three is identical: ~0.3. - Q: Why does the number drop so much? A: MR's yaw (0.022) is ~3.33× higher than The Finals' (0.0066). To preserve cm/360 the in-game number scales down by the same factor. ### CS2 to Deadlock sensitivity URL: https://senslab.pro/sensitivity/cs2-to-deadlock CS2 to Deadlock: divide by 2. Deadlock uses yaw 0.044 — exactly double CS2's 0.022 — so the in-game number halves to preserve cm/360. A widespread community claim says Deadlock is 1:1 with CS2 because both are Valve Source 2 games. That is a myth. Verified against mouse-sensitivity.com: CS2 sens 2.0 at 800 DPI converts to Deadlock 1.0 at 800 DPI — factor 0.5, yaw ratio 0.022 / 0.044. Example: CS2 sens 2 at 800 DPI. FAQ: - Q: Is Deadlock sens 1:1 with CS2? A: No. Despite both running on Source 2, Deadlock uses yaw 0.044 (double CS2's 0.022). Your in-game sens number is halved. cm/360 is preserved — same hand travel, half the slider number. - Q: What is 2.0 CS2 sens in Deadlock? A: At 800 DPI, CS2 sens 2.0 converts to 1.0 in Deadlock. cm/360 stays at ~26 cm in both games. ### Deadlock to CS2 sensitivity URL: https://senslab.pro/sensitivity/deadlock-to-cs2 Deadlock to CS2: multiply by 2. Deadlock's yaw is double CS2's, so the CS2 slider needs the larger number for the same rotation. Deadlock yaw 0.044 → CS2 yaw 0.022: factor 2. Deadlock sens 1.0 at 800 DPI becomes CS2 sens 2.0 at 800 DPI. cm/360 preserved at ~26 cm. Example: Deadlock sens 1 at 800 DPI. FAQ: - Q: Why is CS2 sens twice Deadlock sens? A: CS2 rotates half as much per mouse count (yaw 0.022 vs 0.044). The in-game slider compensates: same hand movement, twice the in-game number. - Q: Will my Deadlock crosshair placement transfer to CS2? A: cm/360 transfers cleanly. Engine, weapon timings, and movement systems differ — micro-aim feel adapts after 30–60 minutes of practice. ### Valorant to Deadlock sensitivity URL: https://senslab.pro/sensitivity/valorant-to-deadlock Valorant to Deadlock: multiply by ~1.59. Valorant uses 0.07 yaw, Deadlock 0.044 — sens number scales up about 60%. Valorant (0.07) → Deadlock (0.044): factor 1.591. Valorant sens 0.4 at 800 DPI becomes about 0.636 in Deadlock — same cm/360. Example: Valorant sens 0.4 at 800 DPI. FAQ: - Q: What is 0.4 Valorant in Deadlock? A: At 800 DPI, Valorant sens 0.4 converts to about 0.636 in Deadlock. cm/360 stays at ~40.6 cm in both. - Q: Will my Valorant tap-aim translate to Deadlock? A: Once cm/360 matches, the mouse math is preserved. Deadlock combines isometric MOBA elements with FPS gunplay, so the hand carries but the strategic layer is its own learning curve. ### Deadlock to Valorant sensitivity URL: https://senslab.pro/sensitivity/deadlock-to-valorant Deadlock to Valorant: divide by ~1.59. Valorant's high 0.07 yaw means a small number is enough — Deadlock sens shrinks. Deadlock (0.044) → Valorant (0.07): factor 0.629. Deadlock sens 1.0 at 800 DPI becomes about 0.629 in Valorant. cm/360 preserved at ~26 cm. Example: Deadlock sens 1 at 800 DPI. FAQ: - Q: Why is Valorant sens always smaller numerically? A: Riot chose a high yaw (0.07), so a small in-game number rotates you the same amount as a bigger number elsewhere. The hand travel for 180° is identical once converted. - Q: Does the Valorant strafe-stop habit help in Deadlock? A: Movement systems differ. Deadlock has a third-person grapple/dash layer Valorant does not. Mouse cm/360 transfers; movement micro-habits you re-learn. ### Apex to Deadlock sensitivity URL: https://senslab.pro/sensitivity/apex-to-deadlock Apex Legends to Deadlock: divide by 2. Both Source-engine derivatives, but Deadlock uses double yaw — Apex sens halves. Apex (yaw 0.022) → Deadlock (yaw 0.044): factor 0.5. Apex sens 1.6 at 800 DPI becomes about 0.8 in Deadlock. Same conversion you would use Apex → CS2 — except CS2 is 1:1 with Apex. Example: Apex sens 1.6 at 800 DPI. FAQ: - Q: Why does Apex halve going to Deadlock? A: Deadlock's yaw (0.044) is exactly double Apex's (0.022). The in-game number scales inversely to preserve cm/360 — half the slider number, identical hand travel. - Q: Both are Valve-engine games — why are they not 1:1? A: Apex is on the Source engine (yaw 0.022). Deadlock is on Source 2 (yaw 0.044). Different yaws despite related lineage. The "Valve = 1:1" assumption is wrong; only games with identical yaw transfer 1:1. ### Deadlock to Apex sensitivity URL: https://senslab.pro/sensitivity/deadlock-to-apex Deadlock to Apex Legends: multiply by 2. Apex yaw is half of Deadlock's — sens doubles. Deadlock (0.044) → Apex (0.022): factor 2. Deadlock sens 1.0 at 800 DPI becomes Apex sens 2.0. cm/360 preserved at ~26 cm. Example: Deadlock sens 1 at 800 DPI. FAQ: - Q: Same conversion as Deadlock → CS2? A: Yes — Apex and CS2 share yaw 0.022. The Deadlock → Apex factor is identical to Deadlock → CS2 (×2). - Q: Will my Deadlock tracking translate to Apex? A: cm/360 transfers cleanly. Apex movement (mantling, sliding, tap-strafes) is its own skill the converter does not solve. ### Overwatch 2 to Deadlock sensitivity URL: https://senslab.pro/sensitivity/overwatch2-to-deadlock Overwatch 2 to Deadlock: multiply by ~0.15. OW2 uses yaw 0.0066 — far lower than Deadlock's 0.044 — so the raw number drops dramatically. OW2 (0.0066) → Deadlock (0.044): factor 0.15. OW2 sens 5.0 at 800 DPI becomes about 0.75 in Deadlock. cm/360 stays at ~34.7 cm. Example: Overwatch 2 sens 5 at 800 DPI. FAQ: - Q: Why does the number shrink so much? A: OW2's yaw (0.0066) is small, so users need a big slider value to feel responsive. Deadlock's yaw is ~6.7× higher — the same hand travel needs a much smaller slider value. - Q: Do hero-shooter habits transfer to Deadlock? A: Tracking and lead carry via cm/360. Deadlock blends FPS aim with MOBA top-down macro — the second layer needs separate practice. ### Deadlock to Overwatch 2 sensitivity URL: https://senslab.pro/sensitivity/deadlock-to-overwatch2 Deadlock to Overwatch 2: multiply by ~6.67. OW2 uses a much lower yaw, so the in-game number scales way up. Deadlock (0.044) → OW2 (0.0066): factor 6.67. Deadlock sens 1.0 at 800 DPI becomes about 6.67 in Overwatch 2 — same cm/360 (~26 cm). Example: Deadlock sens 1 at 800 DPI. FAQ: - Q: Why is OW2 sens always large? A: OW2's yaw (0.0066) is small — the in-game slider compensates by accepting big numbers. cm/360 is what matters; the slider scale is engine convention. - Q: Is the Deadlock → OW2 factor same as Deadlock → Warzone or → The Finals? A: Yes — OW2, Warzone, and The Finals all share yaw 0.0066. From any Deadlock sens, multiplying by 6.67 gives the matching sens in all three. ### Warzone to Deadlock sensitivity URL: https://senslab.pro/sensitivity/warzone-to-deadlock Call of Duty Warzone to Deadlock: multiply by ~0.15. Same conversion as OW2 → Deadlock — Warzone shares OW2's 0.0066 yaw. Warzone (0.0066) → Deadlock (0.044): factor 0.15. Warzone sens 5.0 at 800 DPI becomes about 0.75 in Deadlock — same cm/360. Example: Warzone sens 5 at 800 DPI. FAQ: - Q: Does Warzone ADS sensitivity convert too? A: Hipfire conversion is what the factor 0.15 covers. ADS per-scope multipliers are independent — tune those separately inside Deadlock. - Q: Three games at 0.0066 yaw — what does that mean for me? A: Warzone, OW2, and The Finals share yaw. The Deadlock conversion factor from any of those three is identical (0.15). Convert once, all three work. ### Deadlock to Warzone sensitivity URL: https://senslab.pro/sensitivity/deadlock-to-warzone Deadlock to Warzone: multiply by ~6.67. Same as Deadlock → OW2 or → The Finals (all three share 0.0066 yaw). Deadlock (0.044) → Warzone (0.0066): factor 6.67. Deadlock sens 1.0 at 800 DPI becomes about 6.67 in Warzone. Example: Deadlock sens 1 at 800 DPI. FAQ: - Q: Will my Deadlock recoil control translate to Warzone? A: cm/360 matches, so micro-aim carries. Warzone recoil patterns and ADS multipliers are weapon-specific — separate from base sens. - Q: Why is the Deadlock → Warzone number so much bigger? A: Warzone uses yaw 0.0066, Deadlock uses 0.044 (6.67× higher). To preserve the same physical rotation per cm of mouse travel, the slider compensates: in Warzone the number gets larger. ### Fortnite to Deadlock sensitivity URL: https://senslab.pro/sensitivity/fortnite-to-deadlock Fortnite to Deadlock: multiply by ~0.126. Fortnite's yaw (0.005555) is much lower than Deadlock's — sens shrinks noticeably. Fortnite (yaw 0.005555 with % display) → Deadlock (yaw 0.044): factor about 0.126. Fortnite sens 7.5% at 800 DPI becomes about 0.95 in Deadlock. Example: Fortnite sens 7.5 at 800 DPI. FAQ: - Q: Does Fortnite's % sens slider matter for the math? A: No — the percent is just how Fortnite displays the slider. The yaw under the hood is 0.005555 and the conversion to Deadlock applies the ratio directly. - Q: Will Fortnite building muscle memory help in Deadlock? A: Combat aim transfers via cm/360. Fortnite building/editing has no analog in Deadlock — that part is Fortnite-only. ### Deadlock to Fortnite sensitivity URL: https://senslab.pro/sensitivity/deadlock-to-fortnite Deadlock to Fortnite: multiply by ~7.92. Fortnite uses a very low yaw — in-game number balloons. Deadlock (0.044) → Fortnite (0.005555): factor ~7.92. Deadlock sens 1.0 at 800 DPI becomes about 7.92% in Fortnite (displayed as 7.92). Example: Deadlock sens 1 at 800 DPI. FAQ: - Q: Why does the Fortnite number look so big? A: Fortnite shows the slider as a percent (0–100). The actual yaw constant is fixed at 0.005555. The big number is engine display convention, not a different math. - Q: Should I split horizontal / vertical sens? A: In both games, the default is equal horizontal and vertical. Stick with that unless you have specifically trained on a split — it makes cm/360° symmetric across pan and tilt. ### Rainbow Six Siege to Deadlock sensitivity URL: https://senslab.pro/sensitivity/r6siege-to-deadlock Rainbow Six Siege to Deadlock: multiply by ~0.13. R6's tiny radians-based yaw means the Deadlock number drops sharply. R6 (yaw 0.00572958, ~π/548.56) → Deadlock (0.044): factor 0.130. R6 sens 7 at 800 DPI becomes about 0.91 in Deadlock — same cm/360. Example: Rainbow Six Siege sens 7 at 800 DPI. FAQ: - Q: Does R6 ADS multiplier carry over? A: Both games have separate ADS / scope multipliers from base hipfire sens. Convert hipfire first using the 0.13 factor, then tune ADS in Deadlock independently. - Q: Why does R6 use that strange yaw? A: R6 derives its yaw from radians (π / 548.56). That works out to ~0.00573 — slightly different from the round decimals other engines use. Conversion math handles it the same way. ### Deadlock to Rainbow Six Siege sensitivity URL: https://senslab.pro/sensitivity/deadlock-to-r6siege Deadlock to Rainbow Six Siege: multiply by ~7.68. R6's tiny yaw needs a big slider number for the same hand travel. Deadlock (0.044) → R6 (0.00572958): factor ~7.681. Deadlock sens 1.0 at 800 DPI becomes about 7.68 in R6 Siege. Example: Deadlock sens 1 at 800 DPI. FAQ: - Q: Will Deadlock's flicks transfer to R6? A: cm/360 matches, so the physical flick maps over. R6 is a slower, methodical tactical FPS — the shot timing rhythm is its own thing. - Q: Should I tune ADS in R6 the same as Deadlock? A: No. Each game has its own ADS scaling. Convert the base, then re-tune ADS to taste in the target game. ### Marvel Rivals to Deadlock sensitivity URL: https://senslab.pro/sensitivity/marvelrivals-to-deadlock Marvel Rivals to Deadlock: divide by 2. MR uses CS2/Apex yaw 0.022; Deadlock is double at 0.044 — sens halves. Marvel Rivals (0.022) → Deadlock (0.044): factor 0.5. MR sens 1.5 at 800 DPI becomes about 0.75 in Deadlock — same conversion as MR → CS2/Apex but inverted in direction. Example: Marvel Rivals sens 1.5 at 800 DPI. FAQ: - Q: Is the MR → Deadlock factor same as MR → CS2? A: No. MR → CS2 is 1:1 (both yaw 0.022). MR → Deadlock is 0.5 (because Deadlock's yaw is double). - Q: Why do MR and Deadlock differ if both have hero abilities? A: Hero abilities are gameplay design — yaw is engine math. MR is on UE5 (yaw 0.022), Deadlock is on Source 2 (yaw 0.044). Different engines, different yaws, different slider numbers. ### Deadlock to Marvel Rivals sensitivity URL: https://senslab.pro/sensitivity/deadlock-to-marvelrivals Deadlock to Marvel Rivals: multiply by 2. MR uses half Deadlock's yaw, so the slider number doubles. Deadlock (0.044) → MR (0.022): factor 2. Deadlock sens 1.0 at 800 DPI becomes MR sens 2.0 — same as Deadlock → CS2 or Deadlock → Apex (all three share yaw 0.022). Example: Deadlock sens 1 at 800 DPI. FAQ: - Q: Same conversion as Deadlock → CS2 or Apex? A: Yes — CS2, Apex, and Marvel Rivals all share yaw 0.022. Deadlock sens × 2 works for all three. - Q: Will Deadlock's strategic top-down view help in MR? A: Deadlock's map awareness is unusual. MR is first-person 5v5 hero shooter — different macro entirely. Aim transfers via cm/360; the rest is fresh learning. ### The Finals to Deadlock sensitivity URL: https://senslab.pro/sensitivity/thefinals-to-deadlock The Finals to Deadlock: multiply by ~0.15. Same factor as OW2 → Deadlock and Warzone → Deadlock — all three share 0.0066 yaw. The Finals (0.0066) → Deadlock (0.044): factor 0.15. Finals sens 5.0 at 800 DPI becomes about 0.75 in Deadlock — same cm/360. Example: The Finals sens 5 at 800 DPI. FAQ: - Q: Why is the Finals → Deadlock factor the same as OW2 → Deadlock? A: The Finals, OW2, and Warzone all share yaw 0.0066. Any of those three to Deadlock uses the same 0.15 multiplier. - Q: Will Finals destructible-cover aim translate? A: cm/360 transfers. Deadlock has destructible elements too but different combat pacing — hand stays, brain adjusts. ### Deadlock to The Finals sensitivity URL: https://senslab.pro/sensitivity/deadlock-to-thefinals Deadlock to The Finals: multiply by ~6.67. Same conversion as Deadlock → OW2 or → Warzone — three games at 0.0066 yaw. Deadlock (0.044) → The Finals (0.0066): factor 6.67. Deadlock sens 1.0 at 800 DPI becomes about 6.67 in The Finals — same cm/360. Example: Deadlock sens 1 at 800 DPI. FAQ: - Q: One Deadlock sens, three Source-of-truth targets? A: Yes — Deadlock → OW2, → Warzone, and → The Finals all use the same 6.67 factor. The three games share yaw 0.0066, so one conversion gets you sens for all three. - Q: Same playstyle? A: No. The Finals is first-person hero/destruction, OW2 is hero arena, Warzone is BR. Mouse math identical, gameplay each its own. ## Pro player profiles (verified) ### ZywOo (Team Vitality, Counter-Strike 2) URL: https://senslab.pro/players/zywoo Verified: 2026-05-17 — https://prosettings.net/players/zywoo/ AWPer for Team Vitality and a multiple-time HLTV top-1 player. His low-eDPI, low-flick style is the modern reference for AWPing. - Sensitivity: 2 - DPI: 400 - eDPI: 800 - cm/360: 52 cm - Crosshair: size 1.5, gap -3, thickness 0, color #ffffff, outline off, dot off, alpha 255 Crosshair verified: 2026-05-27 — https://prosettings.net/players/zywoo/ - Q: What sensitivity does ZywOo use in CS2? A: ZywOo plays on 2.0 sens at 400 DPI (eDPI 800) — one of the lowest among top AWPers. - Q: What crosshair does ZywOo use? A: Static white crosshair (Classic Static, cl_crosshairstyle 4): size 1, gap -4, thickness 1, no outline, no dot. ### donk (Team Spirit, Counter-Strike 2) URL: https://senslab.pro/players/donk Verified: 2026-05-17 — https://prosettings.net/players/donk/ Breakout rifler for Team Spirit, known for explosive aggression and one of the highest first-kill ratings in CS2. - Sensitivity: 1.25 - DPI: 800 - eDPI: 1000 - cm/360: 41.6 cm - Crosshair: size 1, gap -4.5, thickness 1, color #00ff00, outline off, dot off, alpha 200 Crosshair verified: 2026-05-27 — https://prosettings.net/players/donk/ - Q: What sensitivity does donk use? A: donk plays on 1.25 sens at 800 DPI (eDPI 1000). - Q: What crosshair does donk use? A: Static green crosshair: size 1, gap -4.5, thickness 1, no outline, no dot, dynamic disabled. ### ropz (Team Vitality, Counter-Strike 2) URL: https://senslab.pro/players/ropz Verified: 2026-05-17 — https://prosettings.net/players/ropz/ Estonian rifler for Vitality, renowned for surgical precision, lurk play and consistency. One of the most decorated players in modern CS. - Sensitivity: 1.77 - DPI: 400 - eDPI: 708 - cm/360: 58.7 cm - Crosshair: size 2, gap -3, thickness 0.5, color #00ff00, outline off, dot off, alpha 255 Crosshair verified: 2026-05-27 — https://prosettings.net/players/ropz/ - Q: What sensitivity does ropz use? A: ropz plays on 1.77 sens at 400 DPI (eDPI 708) — below the typical pro average, favoring micro-precision over fast snaps. - Q: What crosshair does ropz use? A: Static lime-green crosshair: size 2, gap -3, thickness 0.5, no outline, no dot. ### sh1ro (Team Spirit, Counter-Strike 2) URL: https://senslab.pro/players/sh1ro Verified: 2026-05-17 — https://prosettings.net/players/sh1ro/ AWPer for Team Spirit. Known for ice-cold positioning and methodical decision-making, with one of the lowest sens among active AWPers. - Sensitivity: 1.04 - DPI: 800 - eDPI: 832 - cm/360: 50 cm - Crosshair: size 1.5, gap -3, thickness 0.6, color #00ff00, outline off, dot off, alpha 200 Crosshair verified: 2026-05-29 — https://prosettings.net/players/sh1ro/ - Q: What sensitivity does sh1ro use? A: sh1ro plays on 1.04 sens at 800 DPI (eDPI 832) — typical AWPer territory. ### Jimpphat (MOUZ, Counter-Strike 2) URL: https://senslab.pro/players/jimpphat Verified: 2026-05-17 — https://prosettings.net/players/jimpphat/ Finnish rifler for MOUZ, recognized for his clutch gene and aggressive style. eDPI sits at 600 — on the lower end for riflers. - Sensitivity: 1.5 - DPI: 400 - eDPI: 600 - cm/360: 69.3 cm - Q: What sensitivity does Jimpphat use? A: Jimpphat plays on 1.5 sens at 400 DPI (eDPI 600). ### m0NESY (Falcons Esports, Counter-Strike 2) URL: https://senslab.pro/players/m0nesy Verified: 2026-05-17 — https://prosettings.net/players/m0nesy/ AWPer for Falcons Esports, former G2 prodigy. Known for confident peeks and one of the higher-eDPI setups among elite AWPers. - Sensitivity: 2.3 - DPI: 400 - eDPI: 920 - cm/360: 45.2 cm - Crosshair: size 1, gap -4, thickness 1, color #ffff00, outline off, dot off, alpha 255 Crosshair verified: 2026-05-27 — https://prosettings.net/players/m0nesy/ - Q: What sensitivity does m0NESY use? A: m0NESY plays on 2.3 sens at 400 DPI (eDPI 920). - Q: What crosshair does m0NESY use? A: Static green dot-like crosshair: size 1, gap -4, thickness 0, no outline, no dot. The thickness of 0 makes the lines very thin. ### broky (FaZe Clan, Counter-Strike 2) URL: https://senslab.pro/players/broky Verified: 2026-05-17 — https://prosettings.net/players/broky/ AWPer for FaZe Clan, Latvian-born. Major champion and known for steady fragging over multiple seasons. - Sensitivity: 1.9 - DPI: 400 - eDPI: 760 - cm/360: 54.7 cm - Crosshair: size 2, gap -3, thickness 1, color #ffff00, outline off, dot off, alpha 200 Crosshair verified: 2026-05-29 — https://prosettings.net/players/broky/ - Q: What sensitivity does broky use? A: broky plays on 1.9 sens at 400 DPI (eDPI 760). - Q: What crosshair does broky use? A: Static teal-green crosshair (RGB 0, 255, 168): size 1, gap -4, thickness 1, no outline, no dot. ### KSCERATO (FURIA, Counter-Strike 2) URL: https://senslab.pro/players/kscerato Verified: 2026-05-17 — https://prosettings.net/players/kscerato/ Brazilian rifler for FURIA, long-time star of the Latin American CS scene. Higher-eDPI setup with a compact green crosshair. - Sensitivity: 1.45 - DPI: 800 - eDPI: 1160 - cm/360: 35.8 cm - Crosshair: size 2, gap -6, thickness 1, color #ffff00, outline on (0), dot off, alpha 255 Crosshair verified: 2026-05-27 — https://prosettings.net/players/kscerato/ - Q: What sensitivity does KSCERATO use? A: KSCERATO plays on 1.45 sens at 800 DPI (eDPI 1160) — higher than most CS2 pros. - Q: What crosshair does KSCERATO use? A: Static lime-green crosshair (RGB 0, 255, 138): size 1, gap -4, thickness 1, no outline, no dot. ### Twistzz (FaZe Clan, Counter-Strike 2) URL: https://senslab.pro/players/twistzz Verified: 2026-05-17 — https://prosettings.net/players/twistzz/ Canadian rifler for FaZe Clan, Major champion, known for ice-cold lurks and consistent fragging. Sub-700 eDPI on 400 DPI. - Sensitivity: 1.7 - DPI: 400 - eDPI: 680 - cm/360: 61.1 cm - Crosshair: size 1, gap -7, thickness 0, color #00ff87, outline off, dot off, alpha 255 Crosshair verified: 2026-05-29 — https://prosettings.net/players/twistzz/ - Q: What sensitivity does Twistzz use? A: Twistzz plays on 1.7 sens at 400 DPI (eDPI 680). ### s1mple (BC.Game, Counter-Strike 2) URL: https://senslab.pro/players/s1mple Former NAVI star, multiple-time HLTV #1 player and one of the most decorated CS:GO/CS2 players. His sens has shifted across his career; only the current crosshair is documented here. - Crosshair: size 1, gap -4.5, thickness 1, color #00ffff, outline off, dot off, alpha 200 Crosshair verified: 2026-05-27 — https://prosettings.net/players/s1mple/ - Q: What crosshair does s1mple use? A: Cyan static crosshair: size 1, gap -4.5, thickness 1, no outline, no dot. ### NiKo (Falcons Esports, Counter-Strike 2) URL: https://senslab.pro/players/niko Verified: 2026-05-28 — https://prosettings.net/players/niko/ Bosnian rifler for Falcons Esports — one of the most talented pure-aimers in CS history. Tight, low-spread crosshair to match a deliberate playstyle. - Sensitivity: 0.9 - DPI: 800 - eDPI: 720 - cm/360: 57.7 cm - Crosshair: size 1.5, gap -4, thickness 0, color #00ff91, outline off, dot off, alpha 255 Crosshair verified: 2026-05-27 — https://prosettings.net/players/niko/ - Q: What crosshair does NiKo use? A: Static lime-green crosshair: size 1, gap -5, thickness 1, no outline, no dot. ### TenZ (T1, Valorant) URL: https://senslab.pro/players/tenz Verified: 2026-05-17 — https://prosettings.net/players/tenz/ Canadian Valorant pro currently with T1. Formerly a CS:GO pro before transitioning, and well known as a streamer and content creator who tweaks his setup often. - Sensitivity: 0.173 - DPI: 1600 - eDPI: 276.8 - cm/360: 47.2 cm - Q: What sensitivity does TenZ use in Valorant? A: TenZ plays on 0.173 sens at 1600 DPI (eDPI 276.8). ### aspas (MIBR, Valorant) URL: https://senslab.pro/players/aspas Verified: 2026-05-17 — https://prosettings.net/players/aspas/ Brazilian duelist for MIBR — VCT Champions winner with LOUD in 2022. Known for an aggressive entry-fragging style and tight aim. - Sensitivity: 0.4 - DPI: 800 - eDPI: 320 - cm/360: 40.8 cm - Q: What sensitivity does aspas use? A: aspas plays on 0.4 sens at 800 DPI (eDPI 320). ### Demon1 (Team Envy, Valorant) URL: https://senslab.pro/players/demon1 Verified: 2026-05-17 — https://prosettings.net/players/demon1/ American Valorant duelist who broke out with Evil Geniuses, winning VCT Champions in 2023. Now with Team Envy. - Sensitivity: 0.1 - DPI: 1600 - eDPI: 160 - cm/360: 81.6 cm - Q: What sensitivity does Demon1 use? A: Demon1 plays on 0.1 sens at 1600 DPI (eDPI 160) — one of the lowest in pro Valorant. ### ZmjjKK (Edward Gaming, Valorant) URL: https://senslab.pro/players/zmjjkk Verified: 2026-05-23 — https://prosettings.net/players/zmjjkk/ Chinese duelist for EDward Gaming. One of the standouts of the VCT Pacific scene with a sniper-leaning duelist style. - Sensitivity: 0.1 - DPI: 1600 - eDPI: 160 - cm/360: 81.6 cm - Q: What sensitivity does ZmjjKK use? A: ZmjjKK plays on 0.4 sens at 800 DPI (eDPI 320). ### Smoggy (Edward Gaming, Valorant) URL: https://senslab.pro/players/smoggy Verified: 2026-05-17 — https://prosettings.net/players/smoggy/ Chinese flex player for EDward Gaming, known for IGL play and a tight, low-eDPI aim profile. - Sensitivity: 0.31 - DPI: 800 - eDPI: 248 - cm/360: 52.7 cm - Q: What sensitivity does Smoggy use? A: Smoggy plays on 0.31 sens at 800 DPI (eDPI 248). ### benjyfishy (Team Heretics, Valorant) URL: https://senslab.pro/players/benjyfishy Verified: 2026-05-17 — https://prosettings.net/players/benjyfishy/ British duelist for Team Heretics. Former Fortnite world finalist who transitioned to Valorant and made his name with Heretics. - Sensitivity: 0.283 - DPI: 800 - eDPI: 226.4 - cm/360: 57.7 cm - Q: What sensitivity does benjyfishy use? A: benjyfishy plays on 0.283 sens at 800 DPI (eDPI 226.4) — low for a duelist. ### RieNs (Team Heretics, Valorant) URL: https://senslab.pro/players/riens Verified: 2026-05-17 — https://prosettings.net/players/riens/ Turkish flex player for Team Heretics. Sentinel and flex play with a lower-eDPI tight-aim style. - Sensitivity: 0.27 - DPI: 800 - eDPI: 216 - cm/360: 60.5 cm - Q: What sensitivity does RieNs use? A: RieNs plays on 0.27 sens at 800 DPI (eDPI 216). ### nAts (Team Liquid, Valorant) URL: https://senslab.pro/players/nats Verified: 2026-05-17 — https://prosettings.net/players/nats/ Russian sentinel main for Team Liquid. Former Gambit / OG VCT veteran, known for clutch Cypher and Chamber play. - Sensitivity: 0.49 - DPI: 800 - eDPI: 392 - cm/360: 33.3 cm - Q: What sensitivity does nAts use? A: nAts plays on 0.49 sens at 800 DPI (eDPI 392) — on the higher side for sentinel players. ### Saadhak (KRÜ Esports, Valorant) URL: https://senslab.pro/players/saadhak Verified: 2026-05-17 — https://prosettings.net/players/saadhak/ Brazilian IGL for KRÜ Esports, two-time VCT Champions winner with LOUD. Known for galaxy-brain in-game calling and a low eDPI initiator setup. - Sensitivity: 0.255 - DPI: 900 - eDPI: 229.5 - cm/360: 56.9 cm - Q: What sensitivity does Saadhak use? A: Saadhak plays on 0.255 sens at 900 DPI (eDPI 229.5). ### Less (KRÜ Esports, Valorant) URL: https://senslab.pro/players/less Verified: 2026-05-17 — https://prosettings.net/players/less/ Brazilian sentinel for KRÜ Esports. Quiet, consistent backline play with a typical sentinel-tier eDPI. - Sensitivity: 0.32 - DPI: 800 - eDPI: 256 - cm/360: 51 cm - Q: What sensitivity does Less use? A: Less plays on 0.32 sens at 800 DPI (eDPI 256). ### Derke (Team Vitality, Valorant) URL: https://senslab.pro/players/derke Verified: 2026-05-17 — https://prosettings.net/players/derke/ Finnish duelist for Team Vitality, formerly the face of Fnatic Valorant during their VCT dominance. Aggressive, high-confidence entry style. - Sensitivity: 0.74 - DPI: 400 - eDPI: 296 - cm/360: 44.1 cm - Q: What sensitivity does Derke use? A: Derke plays on 0.74 sens at 400 DPI (eDPI 296). ### ImperialHal (Falcons Esports, Apex Legends) URL: https://senslab.pro/players/imperialhal Verified: 2026-05-18 — https://prosettings.net/players/imperialhal/ IGL for Falcons Esports and one of the most decorated Apex Legends pros. Sub-1000 eDPI with mid-range Apex pro sens. - Sensitivity: 1.1 - DPI: 800 - eDPI: 880 - cm/360: 47.2 cm - Q: What sensitivity does ImperialHal use in Apex? A: ImperialHal plays on 1.1 sens at 800 DPI (eDPI 880). ### Genburten (100 Thieves, Apex Legends) URL: https://senslab.pro/players/genburten Verified: 2026-05-18 — https://prosettings.net/players/genburten/ Australian fragger for 100 Thieves, known for explosive mechanical aim and clutch 1v3s. Higher-eDPI setup for fast tracking. - Sensitivity: 1.5 - DPI: 800 - eDPI: 1200 - cm/360: 34.6 cm - Q: What sensitivity does Genburten use? A: Genburten plays on 1.5 sens at 800 DPI (eDPI 1200). ### HisWattson (Content Creator, Apex Legends) URL: https://senslab.pro/players/hiswattson Verified: 2026-05-18 — https://prosettings.net/players/hiswattson/ High-profile Apex content creator and former competitive pro. Tracks at a notably high eDPI for Apex (1200+). - Sensitivity: 1.54 - DPI: 800 - eDPI: 1232 - cm/360: 33.7 cm - Q: What sensitivity does HisWattson use? A: HisWattson plays on 1.54 sens at 800 DPI (eDPI 1232). ### SP9RK1E (Falcons Esports, Overwatch 2) URL: https://senslab.pro/players/sp9rk1e Verified: 2026-05-18 — https://prosettings.net/players/sp9rk1e/ Korean DPS star for Falcons Esports. Multi-year Overwatch League winner with one of the cleaner aim profiles in the scene. - Sensitivity: 6.75 - DPI: 800 - eDPI: 5400 - cm/360: 25.7 cm - Q: What sensitivity does SP9RK1E use? A: SP9RK1E plays on 6.75 sens at 800 DPI (eDPI 5400). ### Fleta (T1, Overwatch 2) URL: https://senslab.pro/players/fleta Verified: 2026-05-18 — https://prosettings.net/players/fleta/ Korean DPS for T1, ex-Overwatch League MVP. Higher eDPI than most pros at 7200, suiting wide-tracking DPS heroes. - Sensitivity: 9 - DPI: 800 - eDPI: 7200 - cm/360: 19.2 cm - Q: What sensitivity does Fleta use? A: Fleta plays on 9 sens at 800 DPI (eDPI 7200). ### Patiphan (Free Agent, Overwatch 2) URL: https://senslab.pro/players/patiphan Verified: 2026-05-18 — https://prosettings.net/players/patiphan/ Thai pro currently a Free Agent, with an Overwatch competitive background and Valorant experience. OW2 sens 5.8 at 800 DPI (eDPI 4640) sits in the middle of the pro range. - Sensitivity: 5.8 - DPI: 800 - eDPI: 4640 - cm/360: 29.9 cm - Q: What sensitivity does Patiphan use in Overwatch 2? A: Patiphan plays on 5.8 sens at 800 DPI (eDPI 4640) in Overwatch. ### dafran (Content Creator, Overwatch 2) URL: https://senslab.pro/players/dafran Verified: 2026-05-18 — https://prosettings.net/players/dafran/ Danish ex-Overwatch League pro turned full-time content creator. Runs a low eDPI for OW2 (3408) — well below the typical 5000–7000 pro band. - Sensitivity: 2.13 - DPI: 1600 - eDPI: 3408 - cm/360: 40.7 cm - Q: What sensitivity does dafran use? A: dafran plays on 2.13 sens at 1600 DPI (eDPI 3408) in Overwatch. ### Symfuhny (Content Creator, Call of Duty: Warzone) URL: https://senslab.pro/players/symfuhny Verified: 2026-05-18 — https://prosettings.net/players/symfuhny/ Warzone content creator and ex-Apex pro. Mid-range CoD eDPI (4800) suited to ADS-heavy gunfights. - Sensitivity: 6 - DPI: 800 - eDPI: 4800 - cm/360: 28.9 cm - Q: What sensitivity does Symfuhny use in Warzone? A: Symfuhny plays on 6 sens at 800 DPI (eDPI 4800). ### HusKerrs (Luminosity, Call of Duty: Warzone) URL: https://senslab.pro/players/huskerrs Verified: 2026-05-18 — https://prosettings.net/players/huskerrs/ Warzone competitor for Luminosity, prominent across CoD competitive play and streaming. Outlier-low eDPI (960) where most CoD pros sit between 3000 and 6000. - Sensitivity: 1.2 - DPI: 800 - eDPI: 960 - cm/360: 144.3 cm - Q: What sensitivity does HusKerrs use in Warzone? A: HusKerrs plays on 1.2 sens at 800 DPI (eDPI 960). ### Cloakzy (Complexity, Call of Duty: Warzone) URL: https://senslab.pro/players/cloakzy Verified: 2026-05-18 — https://prosettings.net/players/cloakzy/ Warzone fragger for Complexity with a Fortnite competitive background. Mid-eDPI setup (4400) typical of hip-fire-first Warzone play. - Sensitivity: 5.5 - DPI: 800 - eDPI: 4400 - cm/360: 31.5 cm - Q: What sensitivity does Cloakzy use in Warzone? A: Cloakzy plays on 5.5 sens at 800 DPI (eDPI 4400). ### Viss (TSM, Call of Duty: Warzone) URL: https://senslab.pro/players/viss Verified: 2026-05-18 — https://prosettings.net/players/viss/ TSM streamer focused on battle royales (Warzone, Apex, PUBG). Runs an outlier setup of 8.8 sens at 400 DPI (eDPI 3520) — high in-game number, low hardware DPI. - Sensitivity: 8.8 - DPI: 400 - eDPI: 3520 - cm/360: 39.4 cm - Q: What sensitivity does Viss use in Warzone? A: Viss plays on 8.8 sens at 400 DPI (eDPI 3520). ### Bbreadman (Content Creator, Call of Duty: Warzone) URL: https://senslab.pro/players/bbreadman Verified: 2026-05-18 — https://prosettings.net/players/bbreadman/ Warzone content creator with a mid-eDPI setup (3096) and a 0.85 vertical multiplier — a common Warzone ADS-tuning profile. - Sensitivity: 3.87 - DPI: 800 - eDPI: 3096 - cm/360: 44.7 cm - Q: What sensitivity does Bbreadman use in Warzone? A: Bbreadman plays on 3.87 sens at 800 DPI (eDPI 3096). ### Clix (XSET, Fortnite) URL: https://senslab.pro/players/clix Verified: 2026-05-18 — https://prosettings.net/players/clix/ NA Fortnite pro for XSET, multi-time FNCS finalist. Mid-percent sens with 800 DPI — a setup typical of the modern competitive meta. - Sensitivity: 8.7 - DPI: 800 - eDPI: 69.6 - cm/360: 23.7 cm - Q: What sensitivity does Clix use in Fortnite? A: Clix plays on 8.7% X-axis and 6.3% Y-axis at 800 DPI. ### Mongraal (Content Creator, Fortnite) URL: https://senslab.pro/players/mongraal Verified: 2026-05-18 — https://prosettings.net/players/mongraal/ UK Fortnite legend, ex-FaZe Clan pro. Famous for high-DPI low-percent setup — the original "raw aim" Fortnite style. - Sensitivity: 3.2 - DPI: 1600 - eDPI: 51.2 - cm/360: 32.2 cm - Q: What sensitivity does Mongraal use? A: Mongraal plays on 3.2% sensitivity at 1600 DPI. ### MrSavage (XSET, Fortnite) URL: https://senslab.pro/players/mrsavage Verified: 2026-05-18 — https://prosettings.net/players/mrsavage/ Norwegian Fortnite pro for XSET, EU FNCS staple. Higher-percent sens with 800 DPI — quick rotations and edits. - Sensitivity: 9 - DPI: 800 - eDPI: 72 - cm/360: 22.9 cm - Q: What sensitivity does MrSavage use? A: MrSavage plays on 9% X/Y sensitivity at 800 DPI. ### Aqua (Content Creator, Fortnite) URL: https://senslab.pro/players/aqua Verified: 2026-05-18 — https://prosettings.net/players/aqua/ Austrian Fortnite content creator, former Duo World Cup winner. Mid-percent sens at 800 DPI. - Sensitivity: 5.8 - DPI: 800 - eDPI: 46.4 - cm/360: 35.5 cm - Q: What sensitivity does Aqua use? A: Aqua plays on 5.8% X/Y sensitivity at 800 DPI. ### NiKo (Falcons Esports, Counter-Strike 2) URL: https://senslab.pro/players/niko Verified: 2026-05-28 — https://prosettings.net/players/niko/ Bosnian rifler for Falcons, one of the most mechanically gifted aimers in CS history. Runs a notably low eDPI for a rifler. - Sensitivity: 0.9 - DPI: 800 - eDPI: 720 - cm/360: 57.7 cm - Crosshair: size 1.5, gap -4, thickness 0, color #00ff91, outline off, dot off, alpha 255 Crosshair verified: 2026-05-27 — https://prosettings.net/players/niko/ - Q: What sensitivity does NiKo use in CS2? A: NiKo plays on 0.9 sens at 800 DPI (eDPI 720). ### frozen (FaZe Clan, Counter-Strike 2) URL: https://senslab.pro/players/frozen Verified: 2026-05-28 — https://prosettings.net/players/frozen/ Slovak rifler for FaZe Clan, an aggressive star known for his entry fragging and clutch play. - Sensitivity: 2 - DPI: 400 - eDPI: 800 - cm/360: 52 cm - Q: What sensitivity does frozen use? A: frozen plays on 2.0 sens at 400 DPI (eDPI 800). ### huNter- (G2 Esports, Counter-Strike 2) URL: https://senslab.pro/players/hunter Verified: 2026-05-28 — https://prosettings.net/players/hunter/ Bosnian rifler and support player for G2 Esports, cousin of NiKo. Plays a high DPI, mid-eDPI setup. - Sensitivity: 1.25 - DPI: 800 - eDPI: 1000 - cm/360: 41.6 cm - Q: What sensitivity does huNter- use? A: huNter- plays on 1.25 sens at 800 DPI (eDPI 1000). ### device (100 Thieves, Counter-Strike 2) URL: https://senslab.pro/players/device Verified: 2026-05-28 — https://prosettings.net/players/device/ Danish AWPer, one of the most decorated players in CS history from his Astralis era. Methodical, low-variance aiming style. - Sensitivity: 1.15 - DPI: 800 - eDPI: 920 - cm/360: 45.2 cm - Q: What sensitivity does device use? A: device plays on 1.15 sens at 800 DPI (eDPI 920). ### Spinx (MOUZ, Counter-Strike 2) URL: https://senslab.pro/players/spinx Verified: 2026-05-28 — https://prosettings.net/players/spinx/ Israeli rifler for MOUZ, a versatile lurker and entry known for his consistency across roles. - Sensitivity: 1.1 - DPI: 900 - eDPI: 990 - cm/360: 42 cm - Q: What sensitivity does Spinx use? A: Spinx plays on 1.1 sens at 900 DPI (eDPI 990). ### jL (MOUZ, Counter-Strike 2) URL: https://senslab.pro/players/jl Verified: 2026-05-28 — https://prosettings.net/players/jl/ Lithuanian rifler for MOUZ, a high-impact entry fragger and one of the team’s primary firepower sources. - Sensitivity: 1 - DPI: 800 - eDPI: 800 - cm/360: 52 cm - Crosshair: size 1, gap -3, thickness 0, color #00ffa0, outline off, dot on, alpha 255 Crosshair verified: 2026-05-29 — https://prosettings.net/players/jl/ - Q: What sensitivity does jL use? A: jL plays on 1.0 sens at 800 DPI (eDPI 800). ### b1t (Natus Vincere, Counter-Strike 2) URL: https://senslab.pro/players/b1t Verified: 2026-05-28 — https://prosettings.net/players/b1t/ Ukrainian rifler for Natus Vincere, a Major champion known for his aggressive but disciplined rifling. Runs a low eDPI. - Sensitivity: 0.825 - DPI: 800 - eDPI: 660 - cm/360: 63 cm - Q: What sensitivity does b1t use? A: b1t plays on 0.825 sens at 800 DPI (eDPI 660). ### magixx (Team Spirit, Counter-Strike 2) URL: https://senslab.pro/players/magixx Verified: 2026-05-28 — https://prosettings.net/players/magixx/ Russian rifler and support player for Team Spirit, a Major champion with a steady, utility-focused role. - Sensitivity: 1.5 - DPI: 400 - eDPI: 600 - cm/360: 69.3 cm - Q: What sensitivity does magixx use? A: magixx plays on 1.5 sens at 400 DPI (eDPI 600). ### Boaster (Fnatic, Valorant) URL: https://senslab.pro/players/boaster Verified: 2026-05-28 — https://prosettings.net/players/boaster/ English in-game leader for Fnatic, known for his strategic calling and flashy signature plays. Runs one of the lowest eDPIs on the roster. - Sensitivity: 0.24 - DPI: 800 - eDPI: 192 - cm/360: 68 cm - Q: What sensitivity does Boaster use in Valorant? A: Boaster plays on 0.24 sens at 800 DPI (eDPI 192). ### Alfajer (Fnatic, Valorant) URL: https://senslab.pro/players/alfajer Verified: 2026-05-28 — https://prosettings.net/players/alfajer/ Turkish sentinel and star player for Fnatic, a mechanical prodigy famous for his precise aim at a very low eDPI. - Sensitivity: 0.23 - DPI: 800 - eDPI: 184 - cm/360: 71 cm - Q: What sensitivity does Alfajer use? A: Alfajer plays on 0.23 sens at 800 DPI (eDPI 184). ### Chronicle (Team Vitality, Valorant) URL: https://senslab.pro/players/chronicle Verified: 2026-05-28 — https://prosettings.net/players/chronicle/ Russian flex and initiator for Team Vitality, a two-time world champion from his Fnatic era. - Sensitivity: 0.175 - DPI: 1600 - eDPI: 280 - cm/360: 46.7 cm - Q: What sensitivity does Chronicle use? A: Chronicle plays on 0.175 sens at 1600 DPI (eDPI 280). ### f0rsakeN (Paper Rex, Valorant) URL: https://senslab.pro/players/f0rsaken Verified: 2026-05-28 — https://prosettings.net/players/f0rsaken/ Indonesian star for Paper Rex, an explosive flex player central to the team’s aggressive, fast-paced style. - Sensitivity: 0.645 - DPI: 800 - eDPI: 516 - cm/360: 25.3 cm - Q: What sensitivity does f0rsakeN use? A: f0rsakeN plays on 0.645 sens at 800 DPI (eDPI 516). ### Jinggg (Paper Rex, Valorant) URL: https://senslab.pro/players/jinggg Verified: 2026-05-28 — https://prosettings.net/players/jinggg/ Singaporean duelist for Paper Rex, an aggressive entry fragger who runs a low-sens, high-DPI setup. - Sensitivity: 0.16 - DPI: 1600 - eDPI: 256 - cm/360: 51 cm - Q: What sensitivity does Jinggg use? A: Jinggg plays on 0.16 sens at 1600 DPI (eDPI 256). ### johnqt (Sentinels, Valorant) URL: https://senslab.pro/players/johnqt Verified: 2026-05-28 — https://prosettings.net/players/johnqt/ Moroccan in-game leader for Sentinels, a controller player known for his calm calling and structured setups. - Sensitivity: 0.2 - DPI: 1600 - eDPI: 320 - cm/360: 40.8 cm - Q: What sensitivity does johnqt use? A: johnqt plays on 0.2 sens at 1600 DPI (eDPI 320). ### zekken (MIBR, Valorant) URL: https://senslab.pro/players/zekken Verified: 2026-05-28 — https://prosettings.net/players/zekken/ American duelist known for his aggressive playmaking and high mechanical ceiling. - Sensitivity: 0.175 - DPI: 1600 - eDPI: 280 - cm/360: 46.7 cm - Q: What sensitivity does zekken use? A: zekken plays on 0.175 sens at 1600 DPI (eDPI 280). ## Guides ### What is eDPI? The FPS Sensitivity Metric Explained URL: https://senslab.pro/guides/what-is-edpi Updated: 2026-05-17 · 7 min read eDPI is the single number that lets you compare sensitivities across players and DPIs. Here is what it means, why it matters, and how to use it. If you have ever tried to copy a pro player's aim and ended up flailing wildly, you have run into the eDPI problem. Sensitivity numbers are not portable on their own — a "1.0" in one setup is a "5.0" in another. eDPI fixes that. #### The definition eDPI stands for "effective DPI". It is the result of multiplying your mouse hardware DPI by your in-game sensitivity. The formula is simple: > eDPI = mouse DPI × in-game sensitivity A player on 800 DPI and 0.5 sensitivity has the same eDPI (400) as a player on 400 DPI and 1.0 sens. They will rotate by the same amount per centimeter of mousepad — which means they have the same aim, even though their raw numbers look different. #### Why eDPI exists In FPS games, mouse movement gets multiplied twice before it becomes turn rotation: once by your hardware DPI (counts per inch reported by the mouse) and once by the game's sensitivity slider (degrees of rotation per count). Either of those numbers can change without affecting the final feel — what matters is the product. eDPI lets two players with completely different mouse settings compare aim directly. ZywOo runs 400 DPI × 2.0 sens. donk runs 800 DPI × 1.25. Their raw sens values differ by 60%, but ZywOo's eDPI is 800 and donk's is 1000 — only a 25% gap. eDPI tells the truth. #### Typical eDPI ranges by game Different FPS engines use different yaw constants, so eDPI ranges shift between games. A "low" eDPI in Valorant is not the same as a "low" eDPI in CS2 because the engine maths are different. Here is what the pro scene looks like in 2026: *Typical pro eDPI ranges per game* | Game | Low | Average | High | | --- | --- | --- | --- | | CS2 | 500–700 | 700–1000 | 1000–1400 | | Valorant | 180–240 | 240–320 | 320–420 | | Apex Legends | 600–900 | 900–1400 | 1400–2000 | | Overwatch 2 | 4 000–5 500 | 5 500–7 500 | 7 500–10 000 | | CoD: Warzone | 4 000–5 500 | 5 500–7 500 | 7 500–10 000 | These are not rules — top players exist outside every band. Jimpphat runs 600 eDPI in CS2 (well below average for a rifler). Demon1 plays at 160 eDPI in Valorant — one of the lowest in the entire pro scene. Use ranges as orientation, not prescription. #### Common eDPI mistakes ##### 1. Copying eDPI without copying cm/360 eDPI is not portable across games. CS2 eDPI 800 is not the same physical movement as Valorant eDPI 800 — the games' yaw constants differ by ~3.18×. If you switch from CS2 to Valorant and copy your eDPI, you will be aiming 3× too fast. Use cm/360 instead when crossing engines, and let our converter do the math. ##### 2. Chasing pro eDPI Pros do not all win because of their eDPI. They win because they stuck with one for years and built muscle memory. Picking ZywOo's eDPI and expecting his aim is like buying his shoes and expecting his stride. Find a number you can be consistent with, then keep it. ##### 3. Using eDPI on a calculator instead of a feel test Two players on identical eDPI can feel completely different if their mousepad surface, grip style, or arm-vs-wrist ratio differs. eDPI is a starting point. Run a 360° test in-game (mark your mouse, do one full rotation, measure the cm) and tune from there. #### How to find your eDPI in 30 seconds 1. Open your mouse software (Razer Synapse, Logitech G HUB, etc.) and read your DPI value. 2. Open your game's settings → mouse / aim → read the sensitivity slider. 3. Multiply the two. That is your eDPI. If your DPI cycles between values via a button on your mouse, make sure you check the active profile — many gaming mice have two or more DPI presets and report whichever is currently selected. #### eDPI vs cm/360 — which one matters? Both. eDPI is the in-game number that is easy to share and compare within a single game. cm/360 (centimeters of mouse travel for a full rotation) is the universal one — it survives across engines and is what your muscle memory actually depends on. Use eDPI to compare yourself to pros within the same game. Use cm/360 when switching games or comparing across titles. Our pair pages compute both for you on every conversion. #### Should you change your eDPI? Probably not. The single biggest aim improvement most players make is committing to one eDPI for at least a month and training muscle memory at it. Constant tweaking destroys consistency. If you do change it, do so by no more than 10–15% at a time and give it two weeks before judging. There are good reasons to adjust: your wrist pain disappears at a lower sens, your AWPing flicks consistently overshoot, you got a bigger mousepad. There are bad reasons: a streamer's tweet, a 2-game losing streak, boredom. #### eDPI for AWPers vs riflers AWPers in CS2 typically run lower eDPI (600–900) because precise scope flicks reward smaller mouse movements. Riflers cluster higher (800–1100) for faster spray transfers and clear-house turns. Hybrid players like ZywOo and donk both sit in the 800–1000 band — close enough that they can swap roles without retuning. In Valorant the spread is tighter — sentinel/initiator pros run 200–280 eDPI, duelists 240–340. Operator users skew slightly lower for their primary weapon's scope precision. #### Quick reference: pro eDPI examples *eDPI of selected top pros (verified May 2026 against prosettings.net)* | Player | Game | DPI | Sens | eDPI | | --- | --- | --- | --- | --- | | ZywOo | CS2 | 400 | 2.0 | 800 | | donk | CS2 | 800 | 1.25 | 1 000 | | ropz | CS2 | 400 | 1.77 | 708 | | sh1ro | CS2 | 800 | 1.04 | 832 | | Jimpphat | CS2 | 400 | 1.5 | 600 | | TenZ | Valorant | 1 600 | 0.173 | 276.8 | | aspas | Valorant | 800 | 0.4 | 320 | | Demon1 | Valorant | 1 600 | 0.1 | 160 | Want a deeper look at any of these setups? Our pro pages break down sens, crosshair and copy-paste configs. FAQ: - Q: Is a higher or lower eDPI better? A: Neither. Lower eDPI rewards precision and arm-aim style; higher eDPI rewards speed and wrist-aim. Most pros sit in the middle of their game's pro band, but outliers exist at both ends. Find what is consistent for you. - Q: Can two different DPI settings give the same eDPI? A: Yes — that is the whole point. 400 DPI × 2.0 = 800 eDPI is identical to 800 DPI × 1.0 = 800 eDPI in terms of in-game rotation. Pick whichever DPI your mouse reports cleanly (most gaming mice are tuned for 400, 800, or 1600). - Q: Does eDPI change between CS2 and CS:GO? A: No. CS:GO and CS2 use the same yaw constant (0.022), so eDPI is fully portable between them. Your CS:GO eDPI is your CS2 eDPI. - Q: Why do pros use 400 DPI when most mice support 16 000+? A: Two reasons: low DPI reduces sensor noise and "smoothing" artifacts on some hardware, and it lets pros land on whole-number sensitivities (e.g. 2.0 vs 1.04) which feel cleaner mentally. Modern flagship sensors (PixArt 3399, Hero 2) make this less important than it was, but the habit persists. - Q: How do I convert my eDPI between games? A: You don't convert eDPI directly — you convert sensitivity using the engine yaw constants and recompute eDPI in the new game. Use our sensitivity converter to do this in one click. ### cm/360 Explained — The Only Sens Metric That Matters Across Games URL: https://senslab.pro/guides/cm-360-explained Updated: 2026-05-17 · 6 min read cm/360 is the universal sensitivity metric — the only one that survives between games. Here is what it means and how to use it. eDPI is great inside one game. But the moment you switch from CS2 to Valorant, eDPI lies — the games use different engine constants, and the same eDPI feels 3× faster in one than the other. cm/360 is the metric that does not lie. #### What is cm/360? cm/360 is how many centimeters of mousepad you have to sweep to rotate your in-game view by a full 360°. The smaller the number, the higher your effective sens; the larger, the lower. > cm/360 = 2.54 × 360 ÷ (DPI × yaw × in-game sensitivity) The 2.54 converts inches to centimeters. The 360 is the rotation in degrees. yaw is the engine constant (CS2 uses 0.022, Valorant 0.07, Overwatch 2 0.0066). The denominator is how many degrees you rotate per inch of mouse travel — invert and rescale and you get cm per full turn. #### Why cm/360 beats eDPI eDPI is sensitivity × DPI. It tells you nothing about how the game translates that input into rotation. CS2 eDPI 1000 makes you rotate at 22 degrees per inch (at 1000 DPI). Valorant eDPI 1000 rotates 70 degrees per inch — over 3× faster. Pure eDPI cannot capture this. cm/360 normalizes the engine math. A cm/360 of 30 means 30 centimeters of mousepad per full rotation no matter the game. Your hand learns "30 cm = 360°" and that physical mapping survives any sens or DPI tweak. #### Typical pro cm/360 ranges *cm/360 ranges across pro FPS (2026)* | Style | cm/360 | Best for | | --- | --- | --- | | Aggressive / wrist | 20–30 cm | Fast flicks, close-range duels | | Hybrid | 30–40 cm | Most CS2 riflers, Valorant duelists | | Precision / arm | 40–55 cm | AWPers, snipers, deliberate aim | | Ultra-low / arm-only | 55+ cm | Pure precision, niche pros, OW2 tanks | Most CS2 pros sit around 35–55 cm/360. Valorant duelists cluster tighter at 30–45 cm/360. Apex players are all over the place because the game rewards both styles. Overwatch 2 tanks who hold long beams sometimes go ultra-low (60+ cm/360). #### How to measure yours 1. In-game: stand still, place a small marker at the edge of your mousepad where the bottom of your mouse is. 2. Note where on your screen you are aiming (e.g. a specific texture, a spawn marker). 3. Move your mouse all the way across the pad (note where it ends). 4. Read how far the camera rotated — typically half a turn or full turn at most pro sens. 5. Measure the distance traveled in cm. If you went 360° in 30 cm, your cm/360 is 30. If you went 180°, double it: 60 / 2 = 30. You can also use the formula above with your DPI, sens, and your game's yaw constant. The CS2 / Apex constant is 0.022, Valorant is 0.07, Overwatch 2 is 0.0066, Warzone is 0.0066, Fortnite is 0.005555 (with sens entered as a percentage), R6 Siege is 0.00573. #### cm/360 across games When you switch games, your eDPI changes but your cm/360 should stay constant. That is what "muscle memory" means physically. To preserve it: - Keep your DPI fixed (most pros stick to 400 or 800 across all games). - Use a sensitivity converter to find the new game's sens that produces the same cm/360. - Verify with a measure-test before grinding. Any decent converter (including ours) shows you cm/360 on both sides of the conversion. If those match, you are good. #### Common pitfalls ##### Wrong yaw constant Some online calculators silently use outdated yaw values for games that have been patched. Apex briefly changed its sens math in 2020; CS:GO/CS2 changed nothing. If you get a cm/360 that disagrees with your in-game test by more than 5%, the calculator's yaw is wrong. Re-measure manually. ##### FOV and ADS confusion cm/360 is for hip-fire only. Aim-down-sights (ADS) and scoped sensitivities have separate multipliers in every game. Two players with identical hip-fire cm/360 can have completely different scope feels because their ADS sliders differ. Tune ADS as a separate variable after locking in hip-fire. ##### Wrist vs arm grip Same cm/360 will feel different on a tall wrist player vs a low-grip arm player because their absolute mouse travel differs. cm/360 captures the in-game math, not the ergonomics. Find a value that lets your dominant grip do most of the rotation comfortably. #### Quick cm/360 reference *cm/360 of selected top pros (verified May 2026)* | Player | Game | cm/360 | | --- | --- | --- | | ZywOo | CS2 | 52.0 cm | | donk | CS2 | 41.6 cm | | ropz | CS2 | 58.7 cm | | sh1ro | CS2 | 50.0 cm | | TenZ | Valorant | 47.2 cm | | aspas | Valorant | 40.8 cm | | Demon1 | Valorant | 81.6 cm | FAQ: - Q: Is cm/360 the same as inches per 360? A: They are the same metric, expressed in different units. 30 cm/360 ≈ 11.8 inches/360. Most of the European pro scene uses cm; the US scene mixes both. Pick one and stick with it. - Q: What cm/360 should I use as a beginner? A: Start in the 30–40 cm range and adjust by feel. That puts you in the modern hybrid zone — fast enough for close range, controlled enough for precision. Lower it if your flicks consistently overshoot; raise it if you cannot turn around fast enough. - Q: Why do pros use such low cm/360 (25 cm or less)? A: Almost none do. The "very low cm/360" stereotype comes from a few outliers and from older eras when CS:GO pros ran 1.0–1.2 sens at 400 DPI (giving roughly 22–24 cm/360). Today's top CS2 pros average 40–55 cm/360. - Q: Does the mousepad size matter? A: Yes, indirectly. If your cm/360 is 50 but your mousepad is only 40 cm wide, you cannot turn 360° without lifting and resetting. Either lower cm/360 (i.e. raise eDPI) or buy a bigger pad. - Q: Can cm/360 be different on the X and Y axes? A: In some games, yes — Valorant, CS2, and others let you scale Y separately (often called y-yaw or aim multiplier). cm/360 typically refers to the X axis (full horizontal rotation). Most players keep X and Y synced for consistency. ### Best DPI for FPS — 400, 800 or 1600? URL: https://senslab.pro/guides/best-dpi-for-fps Updated: 2026-05-18 · 8 min read DPI is the most over-asked, under-understood setting in FPS. Here is what it actually does, what pros use, and how to pick a value you will not regret. DPI (dots per inch) is how many pixels your cursor moves per inch of mouse travel — before any in-game sensitivity multiplier kicks in. It is set on the mouse itself, usually via software like G HUB or Synapse, and persists across every game and your desktop. The number you pick matters less than most beginners think — and in a few specific ways, more than most enthusiasts admit. This guide covers both. #### What DPI actually changes DPI sets the raw count rate from the sensor. Your in-game sensitivity slider is just a multiplier on top of that. The product (eDPI = DPI × sens) is what determines how far you rotate per centimeter of mousepad. > 400 DPI × 1.0 sens = 800 DPI × 0.5 sens = 1600 DPI × 0.25 sens — all give identical in-game rotation. Since the math equalises, why does the choice matter at all? Three reasons: sensor noise at very low DPI, in-game sens granularity at very low DPI, and Windows / desktop usability across the whole range. #### The classic 400 vs 800 question *How 400 and 800 compare on modern flagship sensors* | Property | 400 DPI | 800 DPI | | --- | --- | --- | | Sensor accuracy | Excellent | Excellent | | Sensor noise / jitter | Negligible | Negligible | | Required in-game sens for "normal" eDPI | ~1.0–2.5 | ~0.5–1.25 | | Desktop / 4K monitor cursor speed | Slow — feels sticky | Comfortable | | Pro CS2 usage (majority / minority) | Majority | Common minority | On a 2018-or-newer flagship mouse (Logitech G Pro / Pro X Superlight, Razer Viper / DeathAdder V3 Pro, Zowie EC-CW, Pulsar X2), 400 and 800 are sensor-identical. The PixArt PMW3399 / 3950 and Logitech Hero 2 sensors handle both without smoothing, prediction, or noise. The choice comes down to ergonomics, not hardware. #### Why pros still pick 400 Tradition is part of it — the CS:GO scene grew up on sensors that had measurable smoothing above 800 DPI, and the habit stuck. But there are real reasons too: - In-game sensitivity granularity. CS2 lets you go to three decimal places (e.g. 2.000), but you "feel" round numbers like 1.5 or 2.0. At 400 DPI, normal eDPI ranges (600–1200) land on clean sens values. At 1600 DPI you would need 0.375 or 0.5625, which feel arbitrary. - Universally supported. Every sensor ever made handles 400 DPI cleanly. Even on a 6-year-old budget mouse, 400 is safe. - Sniper / AWP precision. Lower DPI gives finer movement per count, which some snipers prefer for micro-corrections during scope flicks. #### Why some pros pick 800 or 1600 The 800 DPI camp grew with high-refresh monitors and 1440p / 4K desktops where 400 feels glacial outside the game. donk plays at 800 DPI in CS2. TenZ plays at 1600 DPI in Valorant. Both are world-class — neither suffers from sensor problems. 1600 DPI specifically is common in Valorant because Valorant's sens slider goes much lower (sub-1.0 is normal) — pairing it with high DPI keeps the in-game number from getting absurdly small. TenZ's 1600 × 0.173 produces a clean cm/360, where 400 × 0.692 would feel uglier in the settings menu. #### What about 12 000, 16 000, 26 000 DPI? Marketing. Modern sensors can hit those numbers without lying about accuracy, but no FPS player needs them. At 16 000 DPI, normal in-game sensitivities become 0.04 or 0.07 — slider resolution becomes a real problem. A single click of the sens spinner changes your aim by a noticeable amount. > If your in-game sens has dropped below 0.1, your DPI is too high. Cut it in half. #### DPI vs polling rate — different things A common confusion: people upgrade DPI thinking it gives them lower latency. It does not. DPI is spatial resolution (counts per inch). Polling rate is temporal resolution (reports per second). They are independent. A 400 DPI mouse at 1000 Hz reports your position 1000 times a second with one-count precision. A 16 000 DPI mouse at 125 Hz reports 125 times per second with higher precision — which is worse for FPS. Polling rate matters more for feel; DPI matters more for slider math. #### Native vs interpolated DPI Older sensors had native DPI "steps" (400, 800, 1600, 3200) and interpolated everything else, sometimes adding noise. On modern flagship sensors this is no longer true — any DPI from 100 to ~26 000 is sensor-native. You can run 720 DPI if you want, with no penalty. In practice, sticking to round numbers (400, 800, 1600) is still the norm — it makes settings portable between machines and easy to communicate. There is no technical reason to. #### What pros use (verified May 2026) *DPI of selected verified pros* | Player | Game | DPI | Sens | eDPI | | --- | --- | --- | --- | --- | | ZywOo | CS2 | 400 | 2.0 | 800 | | donk | CS2 | 800 | 1.25 | 1 000 | | ropz | CS2 | 400 | 1.77 | 708 | | sh1ro | CS2 | 800 | 1.04 | 832 | | TenZ | Valorant | 1 600 | 0.173 | 276.8 | | aspas | Valorant | 800 | 0.4 | 320 | | Demon1 | Valorant | 1 600 | 0.1 | 160 | No 16 000 DPI players. No 200 DPI players. The professional range is 400–1600, and the centre of the distribution is 400–800. If you are outside that window, you are either an outlier (which is fine) or you copied the wrong tutorial. #### How to pick yours in 3 questions 1. Do you play one game or many? If many → 800 DPI gives the widest comfortable sens range across CS2, Valorant and Apex. 2. What resolution is your desktop? 1080p → 400 is fine. 1440p or 4K → 800 minimum, the cursor at 400 will feel slow outside games. 3. Does your target eDPI land on a clean sens value? CS2 at 400 DPI hits 1.5, 2.0, 2.5 nicely. Valorant at 1600 hits sub-1.0 cleanly. Pick the DPI that makes your sens look pretty in the settings menu. #### Common mistakes ##### 1. Cranking DPI to "feel pro" Some streamers play at 3200 or 6400 DPI for content reasons. Their sens slider compensates so their cm/360 is normal. Copying just the DPI number without adjusting sens gives you 4–8× their actual aim speed — uncontrollable. ##### 2. Changing DPI mid-tuning If you are A/B testing sensitivities, fix DPI first and never touch it. Otherwise you are changing two variables at once and your muscle memory has nothing to lock onto. ##### 3. Forgetting Windows mouse speed DPI matters for desktop too. Set Windows pointer speed to the middle notch (6 of 11) — anything else applies a non-linear curve. Disable "Enhance pointer precision" (mouse acceleration) in Control Panel → Mouse Properties → Pointer Options. FAQ: - Q: Is higher DPI more accurate? A: No. On modern sensors, 400 and 16 000 DPI are equally accurate. Higher DPI gives you finer per-count movement (each pixel of cursor movement corresponds to a smaller mouse motion), but this only matters for desktop precision work, not FPS where in-game sens divides it all back down. - Q: Will switching from 400 to 800 DPI ruin my aim? A: Not if you keep cm/360 constant. Halve your in-game sensitivity (e.g. CS2 2.0 → 1.0) when you double DPI and your muscle memory carries over completely. Most pros who switched did exactly this. - Q: Does DPI affect input latency? A: No. Latency is determined by polling rate (reports per second), sensor processing time, and the radio link on wireless mice. DPI does not factor in. A 400 DPI mouse at 1000 Hz has the same latency as a 16 000 DPI mouse at 1000 Hz. - Q: What DPI should I use for Valorant specifically? A: Most Valorant pros run 800 or 1600 DPI. 800 with sens around 0.3–0.5 covers the duelist eDPI range comfortably. 1600 with sens around 0.15–0.25 covers the sentinel / initiator range. Avoid sub-0.1 sens — slider resolution becomes too coarse. - Q: Can I have different DPI in different games? A: Technically yes (most gaming mice have on-board DPI presets), but it defeats the point — muscle memory survives only if your hardware DPI is constant. Set one DPI and adjust per-game sens. Our converter handles the math. ### Wrist vs Arm Aim — How to Find Your Grip Style URL: https://senslab.pro/guides/wrist-vs-arm-aim Updated: 2026-05-18 · 7 min read Two players with identical cm/360 can feel completely different at the mouse. The reason is grip style — wrist, arm, or hybrid. Here is how to find yours. cm/360 tells you how far your mouse travels for a full rotation, but not which part of your body does the travelling. Two players on identical 35 cm/360 can have completely different aim feels — one rotating from the wrist, the other from the shoulder. This is grip style, and it determines what sens range will actually feel right for you. > TL;DR — Three grip styles: wrist (20–32 cm/360, small pad), hybrid (30–45 cm/360, large pad — most pros), arm (45–70+ cm/360, XL pad). Do a 180° turn in-game and watch your forearm: planted = wrist, slides = hybrid, whole arm moves = arm. #### The three styles *Aim styles compared* | Style | Primary joint | Typical cm/360 | Mousepad size | | --- | --- | --- | --- | | Wrist | Wrist only | 20–32 cm | Medium (35×30 cm) is enough | | Hybrid | Wrist + small forearm | 30–45 cm | Large (45×40 cm) | | Arm | Forearm + shoulder | 45–70+ cm | XL (80–90 cm wide) | Most modern pros are hybrid. Pure wrist is increasingly rare at the top level — it caps your maximum precision because tiny wrist tremors become tiny aim tremors. Pure arm is also rare in CS2 / Valorant because it costs you reaction speed on close-range targets. The hybrid zone (30–45 cm/360) is where the bulk of the pro scene lives. #### How to tell which one you are Sit at your setup as you normally play. Do not adjust anything. Now perform a deliberate 180° turn in-game (turn around to face the other way). Watch your forearm. - Forearm stayed planted, only your hand rotated → wrist player. - Forearm slid forward / back slightly along the pad → hybrid. - Whole arm moved from the shoulder, forearm noticeably translated → arm player. There is no "correct" answer — this is a diagnostic, not a test. Most players land in hybrid without thinking about it. If you genuinely do not know after the test, you are hybrid. #### Why grip style matters more than sens Your grip determines what your body is physically optimised for. Wrist aim is fast and twitchy at the cost of fine control. Arm aim is precise and steady at the cost of speed. Hybrid blends both but is master of neither. If your grip and your sens disagree (wrist grip on a 60 cm/360, arm grip on a 25 cm/360), you will fight your own body every duel. Symptoms: undershooting flicks, "running out of pad" mid-fight, wrist pain after a session. #### Matching sens to grip Use grip style as the upper / lower bound on your cm/360. Inside that range, pick the value that feels best: - Wrist players → cm/360 of 20–32. Anything higher and you cannot physically turn 180° in one motion. - Hybrid → 30–45. The sweet spot for most modern CS2 / Valorant pros. - Arm → 45–70+. You will need at least a 45 cm-wide pad. Most CS:GO classic-era pros lived here. Inside your range, finer tuning is personal. Start at the middle, give it two weeks, then move 10–15% in whichever direction your worst-fight pattern suggests (overshoot → lower, undershoot → higher). #### Pro examples *Verified pros by approximate grip style (May 2026)* | Player | Game | cm/360 | Likely grip | | --- | --- | --- | --- | | donk | CS2 | 41.6 cm | Hybrid (wrist-led) | | ZywOo | CS2 | 52.0 cm | Hybrid (arm-led) | | ropz | CS2 | 58.7 cm | Arm | | sh1ro | CS2 | 50.0 cm | Hybrid (arm-led) | | aspas | Valorant | 40.8 cm | Hybrid | | TenZ | Valorant | 47.2 cm | Hybrid | | Demon1 | Valorant | 81.6 cm | Pure arm | Note the spread inside a single game — donk and ropz both play CS2 at the top level, but ropz needs a 40 % longer mouse sweep for the same rotation. Different grips, different optima, both world-class. #### Mousepad implications Your pad has to be wider than your cm/360. If your cm/360 is 50 cm and your pad is 40 cm wide, you cannot complete a 360° rotation without lifting and resetting the mouse — a "lift" — which costs you a fraction of a second per long rotation. In tight duels this is fatal. - Wrist player at 25 cm/360 → any medium pad (35 cm+) works. - Hybrid at 40 cm/360 → large pad (45 cm wide) covers full rotation without lifts. - Arm at 60+ cm/360 → XL pad (80–90 cm wide) is mandatory. Common for arm-aimers: Artisan Hayate XL, Logitech G840 XL, SkyPad 3.0 XL. #### Switching grip style Yes, you can change. No, it is not quick. Switching from wrist to arm (or back) is a 2–4 week project of deliberate practice — you are rebuilding the motor program your brain runs every time you flick. 1. Lower (or raise) your cm/360 toward your target style first — about a week to acclimatise. 2. In aim trainers (Kovaak's, Aim Lab) consciously force the new motion. Wrist players: pin your forearm to the desk. Arm players: anchor your wrist softly, let the elbow / shoulder do the work. 3. Stop watching your hand and start trusting the muscle program. This takes another week of repetition. 4. Bring the new grip into deathmatch / casual lobbies before ranked. Do not bring an unsettled grip into a ranked match — losing comes from inconsistency, not from the new style being worse. #### Should you switch? Most players should not. The grip you naturally fell into is usually the one that suits your body. Switch if you have a real reason: chronic wrist pain at high-twitch sens (move toward arm), or chronic undershoot on AWPing flicks (move toward wrist), or a hardware change (e.g. moved from a 30 cm pad to an XL). Do not switch because a streamer recommended it. Most streamer advice on this is a year out of date and refers to their personal experience, not generalisable findings. FAQ: - Q: Is wrist or arm aim better? A: Neither. The modern CS2 / Valorant top scene is dominated by hybrid players, but pure wrist (high-eDPI riflers) and pure arm (low-eDPI AWPers, Demon1-style precision duelists) both produce world-class results. Find what your body does naturally and tune within that range. - Q: Does wrist aim cause RSI / wrist pain? A: It can, especially at very low cm/360 where the wrist makes large repeated rotations. If you have pain after sessions, the first thing to try is raising your cm/360 (lowering eDPI) so the wrist works less. If pain persists, transition toward hybrid or arm. - Q: Do I need a giant mousepad to play arm aim? A: Yes — at minimum 45 cm wide, ideally 80–90 cm. Without it you will lift mid-rotation, which is a measurable disadvantage. XL pads run $30–80 and last 3+ years. - Q: How does grip style interact with mouse weight? A: Wrist aim favours lighter mice (under 65 g) because the wrist is doing all the work. Arm aim is more tolerant of heavier mice (70–90 g) because the shoulder provides the force. Hybrid players sit comfortably in the 60–75 g range that flagship mice target. - Q: My grip style does not match my cm/360 — what should I change? A: Change cm/360 first. It is faster to retune your sens (one click in our converter) than to retrain your body. Aim your new cm/360 at the centre of your grip range from the table above, then commit for two weeks before re-evaluating. ### How to Pick Your FPS Sensitivity — A Methodology URL: https://senslab.pro/guides/how-to-pick-your-sens Updated: 2026-05-18 · 8 min read Most players change sens too often, by too much, and for the wrong reasons. Here is a deliberate process that gets you to a number you can stop second-guessing. The single biggest aim improvement most players never make is "commit to one sensitivity for a month". The second biggest is "have a deliberate process for picking that sensitivity in the first place". This guide covers the second. The first is up to you. > TL;DR — Pick a cm/360 in the pro range for your game, test it for two weeks with a single fixed value, only adjust if you have consistent overshoot or undershoot patterns (not "vibes"). Stop tweaking after that — muscle memory needs months, not days. #### Why "what feels comfortable" is a trap Comfort is a terrible signal for sens choice. Anything you have used for two days will feel "comfortable" — that is just acclimation. You need a value that performs, not one that feels familiar after a short window. Symptoms of a sens you only think is comfortable: consistent overshoots on flicks, hand fatigue after one match, having to lift the mouse on long turns, gradual drift up or down every few weeks. If any of these match, comfort lied to you. #### Step 1 — Start in the right zone *Recommended starting cm/360 by game (2026 pro median)* | Game | Beginner | Intermediate target | Pro median | | --- | --- | --- | --- | | CS2 | 30–40 cm | 35–50 cm | ~45 cm | | Valorant | 30–40 cm | 35–45 cm | ~40 cm | | Apex Legends | 20–35 cm | 25–40 cm | ~30 cm | | Overwatch 2 | 30–55 cm | 35–55 cm | ~45 cm | | Warzone | 30–45 cm | 35–50 cm | ~40 cm | | Fortnite | 25–40 cm | 30–45 cm | ~35 cm | Beginners should start at the lower end (faster cm/360 — easier to learn rotations on). Once you can comfortably turn 360° in one motion and track moving targets, the intermediate range is where you tune long-term. These ranges assume hip-fire only. ADS, scoped, and per-zoom multipliers are separate variables tuned after you lock in your hip-fire base. #### Step 2 — Match it to your grip Use [[wrist-vs-arm-aim]] (or just the diagnostic: do a deliberate 180° in-game and watch your forearm). Your grip narrows the range: - Wrist aimer → stay at the low end of the cm/360 range (20–32 cm). - Hybrid → middle of the range (30–45 cm). - Arm aimer → upper end (45 cm and beyond). #### Step 3 — Test, do not feel Aim trainers are the right tool here. Kovaak's and Aim Lab both let you isolate the parts of aim that sens affects most: flicking, tracking, switching. Pick three benchmark scenarios and run each at your candidate sens for a week. - A flicking scenario (Kovaak's 1wall6targets TE, Aim Lab Gridshot) — exposes sens that is too high (overshoots) or too low (slow flicks). - A tracking scenario (Kovaak's Pasu Tracking, Aim Lab Motionshot) — exposes sens that is too high (jitter on small corrections). - A switching / clearing scenario (Kovaak's VT Pasu, Aim Lab Strafetrack) — exposes sens that is too low (cannot reacquire fast). Run each daily for a week, record scores. Then change sens by 10% and repeat. The right sens is the one where all three scores are reasonable — not the one that maxes out flicking at the cost of tracking, or vice versa. #### Step 4 — Commit for a month Once you have a sens that scores well across all three scenarios, lock it in for 30 days. No tweaks. No "just this one match". Aim training and ranked use only that number. > Constant sens changes are the number-one reason average players never break out of intermediate ranks. Muscle memory needs repetitions at a fixed input to encode anything useful. A month of consistent reps will out-perform a year of chasing tiny adjustments. This is also the single piece of advice every pro coach gives — and the single piece of advice most players ignore. #### When you actually should change There are legitimate reasons to retune. They are narrow: - You switched games. Use a converter (ours preserves cm/360 across all 7 supported titles) to land in the equivalent range. - You got a new mousepad of meaningfully different size or texture. The friction change can require a 5–10% sens nudge. - You changed grip permanently (e.g. moved your monitor lower and now aim from the shoulder). Re-evaluate the whole range. - Your wrist hurts. Lower sens (raise cm/360) so the wrist works less, or transition toward hybrid grip. - You discovered a consistent pattern — every duel undershoots by a small margin for a month straight. Try a 10% raise. Not 30%. Not based on one bad match. #### Bad reasons to change sens - A streamer changed theirs. - You lost two matches. - You watched a YouTube essay about "why low sens is better". - A new pro signed for your favourite team and you saw their settings. - You are bored. Every one of these has happened to literally every FPS player. Each time you act on them, you reset your muscle memory clock to zero. #### How to change without losing everything If you are switching for a legitimate reason, change in small steps and give each one time: 1. Change by no more than 10–15% at a time. 2. Give the new value two weeks before judging. 3. In the first week, expect performance to dip — this is normal, your brain is re-encoding. 4. In the second week, return to your benchmark aim-trainer scenarios. Compare scores. 5. Only commit to the new value if scores recovered or improved. If not, revert. #### The whole process in one line > Pick a starting cm/360 from the table. Narrow with grip style. Test three scenarios for a week. Commit for a month. Only change for a real reason, by ≤15%, with a two-week verdict. When you are ready to convert this cm/360 into per-game sens values, our [Sensitivity Converter](/sensitivity) will do the math across all seven supported games in one click. FAQ: - Q: How long does it take to "get used to" a new sensitivity? A: About 2 weeks of consistent play for the worst of the dip to recover, and around 4–6 weeks for muscle memory to fully encode. Most players panic and revert at day 3, which is exactly when adaptation is hardest. Push through. - Q: Should I use the same sens across all my games? A: Same cm/360, yes. Same in-game sens number, no — that would require identical eDPI which breaks across engines (CS2 to Valorant is ~3.18× different). Use a converter to preserve cm/360 across games and your muscle memory carries over. - Q: Are aim trainers actually worth using? A: For sens tuning specifically, yes. They isolate variables you cannot isolate in matches (no map awareness, no economy, no comms). For raw aim improvement, the evidence is more mixed — but for testing a candidate sens, they are the most reliable feedback loop available. - Q: What if my "comfortable" sens is way outside the recommended range? A: You might be an outlier (Demon1 plays Valorant at ~80 cm/360, far above the median, and is one of the best aimers in the world). But you might also have anchored on a bad number early and not retested. Try one cycle of the methodology above before assuming you are an outlier. - Q: How do I avoid the urge to change sens after a bad match? A: Two tricks. First, write down your sens and the date in a notes file — review at the end of the month. Watching the date column grow makes the urge to "just try" something else easier to resist. Second, separate aim issues from positioning / decision-making issues honestly — most bad matches are not actually about sens. ### Mouse Polling Rate — 1000Hz vs 4000Hz vs 8000Hz URL: https://senslab.pro/guides/polling-rate-explained Updated: 2026-05-18 · 7 min read Polling rate is the most-marketed mouse spec of the last few years. Here is what it really changes, what the trade-offs are, and what FPS pros actually use in 2026. Polling rate is how many times per second your mouse reports its position to the PC. It is independent from DPI (which is spatial resolution) and from in-game sensitivity (which is a multiplier on rotation). All three combine to determine how your input feels — but polling rate is the only one that affects perceived latency. #### The math *Polling rate, report interval, and maximum extra input latency* | Polling rate | Report interval | Max polling latency | | --- | --- | --- | | 125 Hz | 8 ms | 8 ms | | 500 Hz | 2 ms | 2 ms | | 1 000 Hz | 1 ms | 1 ms | | 2 000 Hz | 0.5 ms | 0.5 ms | | 4 000 Hz | 0.25 ms | 0.25 ms | | 8 000 Hz | 0.125 ms | 0.125 ms | Report interval = 1 / polling rate. The worst-case extra delay from polling alone is the report interval (your input arrives just after the previous report). Average delay is half that. > Going from 1000Hz to 8000Hz cuts the worst-case polling delay from 1 ms to 0.125 ms — a 0.875 ms improvement. Whether that 0.875 ms is meaningful depends on the rest of your latency chain. Your monitor refresh interval is 4.2 ms at 240 Hz and 2.1 ms at 480 Hz. Your game engine's frame time is 4–8 ms at typical FPS. Polling rate is one small slice of total click-to-pixel latency. #### What polling rate is not - Not the same as DPI. DPI is counts per inch (spatial). Polling rate is reports per second (temporal). Either can change without touching the other. - Not the same as sensor refresh. Modern sensors run at thousands of Hz internally — polling rate is how often the USB endpoint exposes that data to the OS. - Not a substitute for a good sensor. A noisy 8000Hz mouse is worse than a clean 1000Hz mouse. Sensor quality (PixArt PMW3950, Logitech Hero 2, Razer Focus Pro 45K Gen-2) matters more than polling. - Not a fix for high system latency. If your monitor is 60 Hz or your CPU is bottlenecked, going from 1000Hz to 8000Hz changes nothing you can feel. #### Why 1000Hz dominated for two decades 1000Hz has been the gaming standard since the early 2000s because it hits a comfortable trade-off: report interval (1 ms) is below human perception, USB 2.0 handles it trivially, and CPU cost is negligible. Every game engine, every input library, every driver was written assuming 1000Hz was the ceiling. Anything above 1000Hz only became practical in the last few years — first with the Razer Viper 8KHz (wired, 2020), then with HyperPolling-style wireless dongles. The hardware exists. The software stack is still catching up. #### What 4000Hz and 8000Hz actually change Two things, in order of importance: 1. Smoother cursor movement on high-refresh displays. At 360 Hz / 480 Hz monitors, 1000Hz polling produces visible micro-stutter on slow mouse motion — fewer mouse reports per frame. 4000Hz+ produces enough samples per frame to look continuous. This is real and visible. 2. Marginally lower input latency. 0.875 ms is below most people's motor threshold, but at the very top of competitive play it is one of the few remaining optimisations. What 4000Hz / 8000Hz does not improve: aim accuracy in any measurable way, hit registration, or the feel of the mouse itself. If you cannot win duels at 1000Hz, you will not win them at 8000Hz. #### The system cost Higher polling rates have real costs that the marketing pages do not lead with: - CPU usage. Each mouse report is an interrupt the OS has to process. 8000Hz means 8000 interrupts per second; on lower-end CPUs this can cost 5–15% of one core under load and cause frame-time spikes. - Battery life on wireless. The Razer DeathAdder V4 Pro lasts ~150 hours at 1000Hz but drops to ~22 hours at 8000Hz. That is the dongle and radio working roughly 7× harder. - Reported rate < nominal. Independent testing shows that even on flagship setups, sustained 8000Hz is rare. Averages settle in the 6000–7500Hz range with oscillation tied to movement speed and OS scheduling. - USB hub interference. A 4000Hz+ mouse on a busy USB hub (with a webcam, hub, audio interface) can drop reports. 8000Hz mice should be plugged into a motherboard port, not through a hub. #### Wired vs wireless 8000Hz Until 2023, 8000Hz was wired-only — the Razer Viper 8KHz. Razer's HyperPolling Wireless Dongle then brought it to wireless, with a few caveats: the dongle must be in the box (it is for the Viper V3 Pro and DeathAdder V4 Pro) or bought separately, and battery life on the mouse drops sharply. Other vendors (Logitech, ASUS, Pulsar, Glorious) have since shipped 2000Hz–8000Hz wireless products. The Logitech G Pro X2 Superstrike launched in February 2026 as Logitech's first wireless mouse in this tier. Expect more products at this rate by end of 2026. #### Pro usage in 2026 1000Hz remains the dominant polling rate among CS2 and Valorant pros. Stability, compatibility across LAN-event hardware, and the absence of clear win-rate advantage keep it the default. 4000Hz is the growing minority. A meaningful number of CS2 and Valorant pros with high-end personal setups have moved up, citing smoother feel on 360 Hz+ monitors. 8000Hz is rarer — used by some pros at home and by streamers for content, less common at tournaments where rigs are standardised. > If you are below pro-tier reaction times (most of us), the polling rate you pick will not change your match outcomes. Pick for feel and battery life, not for the marketing. #### Should you switch? A simple decision tree: - You are on a 60–144 Hz monitor → stay at 1000Hz. Higher polling has nothing to render against. - You are on a 240 Hz monitor with a mid-range CPU → 1000Hz is right. The CPU cost of higher polling can cost more frame time than the polling saves. - You are on a 360 Hz+ monitor with a current-gen CPU and play wireless → try 2000–4000Hz. Real visible improvement in cursor smoothness, modest battery cost. - You are a tournament pro on the world stage → 1000Hz is still the safe default; the marginal latency win is not worth a single tournament-day driver bug. #### How to check your current polling rate 1. Open your mouse vendor software (G HUB, Synapse, Glorious Core, etc.) → polling rate is in the device settings. 2. For an independent check: install MouseTester (free, Windows). Move the mouse in a circle for ~5 seconds. The reported polling rate vs target reveals if the OS is actually delivering what the mouse is sending. 3. Watch CPU usage in Task Manager while moving the mouse. A noticeable jump (5%+) on one core when moving = polling is loading the CPU. Step down a rate if your game is borderline on frame time. FAQ: - Q: Will 8000Hz make me aim better? A: No measurable improvement in accuracy. The change is in cursor smoothness on high-refresh displays and a sub-1 ms latency drop. Both are real but below the threshold that decides duels. Aim improvement comes from cm/360 tuning, deliberate practice, and consistent sens — not polling. - Q: Does polling rate above 1000Hz actually work in CS2 / Valorant? A: Yes — modern game engines handle 4000-8000Hz mouse input correctly. Whether you see the benefit depends on your monitor refresh (you need 240Hz+ for visible smoothness gain) and your CPU's ability to process the extra interrupts without frame-time impact. - Q: Why do some pros use 500Hz? A: A small handful prefer 500Hz for marginally lower CPU load and historical habit. The difference between 500Hz and 1000Hz is 1 ms worst-case latency — perceptible to almost no one. If your gear is dropping reports at 1000Hz, dropping to 500Hz can be more stable. Otherwise 1000Hz is the better default. - Q: Does polling rate drain wireless mouse battery? A: Yes, significantly. The Razer DeathAdder V4 Pro lasts ~150 hours at 1000Hz and ~22 hours at 8000Hz — roughly 7× the drain. Plan to charge weekly if you run 8000Hz wireless. At 4000Hz the cost is smaller but still noticeable. - Q: Can my old mouse do 8000Hz with new firmware? A: Generally no — 8000Hz requires hardware support in the mouse's MCU and (for wireless) the dongle radio. Razer has shipped firmware updates that unlocked 8000Hz on some existing models (e.g. Viper V2 Pro got HyperPolling support via a paid dongle), but a 5-year-old mouse from any brand will not. Check the vendor product page before buying a HyperPolling dongle separately. ### Marvel Rivals Sensitivity: Best Settings, Yaw and Conversion URL: https://senslab.pro/guides/marvel-rivals-sensitivity Updated: 2026-05-23 · 8 min read Marvel Rivals runs on Unreal Engine with a 0.022 yaw — the same constant as CS2 and Apex Legends. Here is what that means for your sens, how to convert from other FPS, and what real pros actually use. Marvel Rivals launched into the hero-shooter slot Overwatch 2 used to dominate, and players from every FPS in the genre are testing it. The first thing they trip on: the in-game sensitivity number does not behave like Overwatch. Plug your OW2 sens into Marvel Rivals and you spin like a top. Plug your CS2 sens in and it just works. There is a reason — the yaw value. > TL;DR — Marvel Rivals uses a yaw of 0.022 (Unreal Engine standard). That makes it 1:1 with CS2 and Apex Legends. To convert from Valorant multiply by 3.18, from Overwatch 2 or Warzone divide by 3.33 (multiply by ~0.3), from Fortnite multiply by ~3.96, from Rainbow Six Siege multiply by ~3.84. #### What yaw value does Marvel Rivals use? Yaw is the degrees-per-mouse-count constant the game engine uses to translate raw mouse movement into in-game rotation. Marvel Rivals uses 0.022 — the standard Unreal Engine value, identical to Counter-Strike 2 and Apex Legends. That single fact does most of the work in this guide. Because Marvel Rivals and CS2 share the same yaw, the in-game sensitivity number transfers 1:1 between them at the same DPI. A CS2 sens of 2.0 is a Marvel Rivals sens of 2.0. cm/360 is preserved exactly. The same applies for Apex Legends. #### Conversion table — your sens in Marvel Rivals Multipliers below assume horizontal sens (Marvel Rivals lets you split horizontal/vertical; the yaw is the horizontal value). DPI does not change — only the in-game slider. | From game | Multiply by | Example (source → MR) | | --- | --- | --- | | Counter-Strike 2 | × 1.0 (same yaw) | 2.0 → 2.0 | | Apex Legends | × 1.0 (same yaw) | 1.6 → 1.6 | | Valorant | × 3.18 | 0.4 → 1.273 | | Overwatch 2 | × 0.3 | 5.0 → 1.5 | | Call of Duty: Warzone | × 0.3 | 5.0 → 1.5 | | Fortnite (% slider) | × 3.96 | 7.5 → 29.7 (no — read below) | | Rainbow Six Siege | × 3.84 | 7 → 26.88 (no — read below) | **Open a dedicated pair page** Each pair page has the live converter pre-configured, worked example, and reference table at common sens values. - [CS2 → Marvel Rivals (1:1)](/sensitivity/cs2-to-marvelrivals) - [Valorant → Marvel Rivals](/sensitivity/valorant-to-marvelrivals) - [Overwatch 2 → Marvel Rivals](/sensitivity/overwatch2-to-marvelrivals) - [Apex → Marvel Rivals (1:1)](/sensitivity/apex-to-marvelrivals) A small footnote on Fortnite and R6 Siege — those rows convert the raw slider number, but Fortnite uses a percentage display and R6 uses a wide 0–100 slider. The cm/360 stays the same in all cases; the number on the slider is just engine convention. Use the dedicated pair pages for exact worked examples. #### What sensitivity do Marvel Rivals pros actually use? Marvel Rivals is young — most established names come from adjacent FPS games or directly from the Rivals competitive scene that exploded through 2025. We track five verified pros, each cross-checked against prosettings.net with a date stamp. *Verified Marvel Rivals pro sens (2026-05-23, prosettings.net)* | Player | Team | Sens | DPI | eDPI | | --- | --- | --- | --- | --- | | shroud | Content Creator | 1.0 | 1600 | 1600 | | Cloakzy | Complexity | 1.3 | 800 | 1040 | | Hqrdest | Team Peps | 1.26 | 1600 | 2016 | | Linepro | ZERO.PERCENT | 1.56 | 800 | 1248 | | Sernik | QMISTRY | 2 | 800 | 1600 | A few patterns worth noting: the verified roster sits in an eDPI band of roughly 1000–2000, lower than the wider community recommendation of 2800–4800. That spread reflects the role split — duelists tend to lower eDPI for hitscan precision, strategists raise it for reaction speed. The "right" number is the one that matches your cm/360 from games where you already aim well. #### How to pick a Marvel Rivals sens if you are starting fresh 1. Find your most successful FPS so far (Valorant, CS2, OW2, anything). 2. Run the conversion to Marvel Rivals using the table above. 3. Stick with the converted number for at least 10 hours of gameplay — your brain needs reps, not a re-tune every match. 4. If after 10 hours flicks consistently overshoot, drop sens by 10%. If they undershoot, raise by 10%. Anything bigger is panic-tuning. 5. Match horizontal and vertical sens unless you specifically know you want split — the game defaults make 1:1 the right choice for 95% of players. #### Settings that actually matter beyond sens - Polling rate — set to 1000Hz on your mouse if your hardware supports it. Marvel Rivals reads polling at the engine tick, so 8000Hz on supported mice is overkill but harmless. - Vertical sens scaling — leave at 1.0 unless you split horizontal/vertical. - ADS sens multiplier — separate setting, tune independently. Default 1.0 is fine to start. - FOV — 103° is the max and most popular among pros; lower if you suffer motion sickness, never higher than 103° (cap). > The only thing that decides whether your aim transfers between games is cm/360°, not the sensitivity number. Marvel Rivals shares CS2 and Apex yaw — the same number works in all three. FAQ: - Q: What is the best sensitivity for Marvel Rivals? A: There is no universal "best" — most verified pros sit between 1.0 and 2.0 in-game sens at 800–1600 DPI, giving an eDPI range of 1000–2000. The right value for you is whatever matches your cm/360° from a game where you already aim well. - Q: Is Marvel Rivals 1:1 with Overwatch 2? A: No. This is the most common Marvel Rivals sens myth. OW2 uses a 0.0066 yaw, Marvel Rivals uses 0.022 (3.33× higher). To convert OW2 sens to Marvel Rivals, multiply by approximately 0.3 — i.e. divide by 3.33. - Q: Does Marvel Rivals use the same sens as CS2? A: Yes — both games use a yaw value of 0.022, so the in-game sensitivity number transfers 1:1 at the same DPI. cm/360° is preserved exactly. - Q: What is the conversion from Valorant to Marvel Rivals? A: Multiply your Valorant sens by 3.18 (the yaw ratio 0.07 / 0.022). For example, 0.4 Valorant becomes 1.273 in Marvel Rivals at the same DPI. - Q: Should horizontal and vertical sens be the same in Marvel Rivals? A: For most players, yes — keeping them equal makes cm/360° symmetric, which matches every other FPS you have played. Split horizontal/vertical is a niche choice for players who specifically train it. ### The Finals Sensitivity: Best Settings, Yaw and 1:1 Games URL: https://senslab.pro/guides/the-finals-sensitivity Updated: 2026-05-24 · 7 min read The Finals shares yaw 0.0066 with Overwatch 2 and Call of Duty Warzone — your sens transfers 1:1 between those three games. Here is the math, why it works, and how to convert from CS2 / Valorant / Apex. The Finals (Embark Studios, Unreal Engine 5) shipped late 2023, hit Season 10 in March 2026, and quietly settled into one of the cleanest yaw setups in modern FPS — a flat 0.0066 degrees per mouse count. The same constant Blizzard chose for Overwatch and the COD engine uses for Warzone. Three different studios, three different engines, one shared rotation rate. If you bounce between any two of these games, your sensitivity number does not change. > TL;DR — The Finals yaw is 0.0066. That is identical to Overwatch 2 and Call of Duty Warzone, so all three games take the same in-game sens at the same DPI. From other games: CS2/Apex/Marvel Rivals × 3.33, Valorant × 10.6, Fortnite × 0.84, Rainbow Six × 0.87. Yaw verified against mouse-sensitivity.com and the recharge.com 23-game converter database. #### What yaw value does The Finals use? Yaw is the engine constant that maps raw mouse counts to in-game rotation degrees. The Finals uses 0.0066 — the same constant as Overwatch 2 (Blizzard engine) and Call of Duty Warzone (IW/Treyarch engine). That convergence is the reason your in-game sens number transfers 1:1 between any two of them at the same DPI. For everything else, the conversion is a simple ratio. Take your source-game yaw, divide by 0.0066, and multiply your in-game sens by the result. A CS2 sens of 1.5 (yaw 0.022) becomes 5.0 in The Finals (0.022 / 0.0066 = 3.33; 1.5 × 3.33 = 5.0). #### How do I convert sens from another game to The Finals? Multipliers below assume hip-fire base sensitivity. ADS-per-weapon and scoped multipliers are independent in every game — tune those separately. DPI stays the same on the mouse; only the in-game slider changes. Each row links through to a dedicated pair page with worked examples, reference tables, and pro stats. | From game | Multiply by | Example (source → Finals) | | --- | --- | --- | | Overwatch 2 | × 1.0 (same yaw) | 5.0 → 5.0 | | Call of Duty: Warzone | × 1.0 (same yaw) | 5.0 → 5.0 | | Counter-Strike 2 | × 3.33 | 1.5 → 5.0 | | Apex Legends | × 3.33 | 1.6 → 5.33 | | Marvel Rivals | × 3.33 | 1.5 → 5.0 | | Valorant | × 10.6 | 0.4 → 4.24 | | Fortnite (% slider) | × ~0.84 | 7.5 → ~6.31 | | Rainbow Six Siege | × ~0.87 | 7 → ~6.07 | **Open a dedicated pair page** Each pair page has a live converter, worked example with cm/360°, and reference table at common sens values. - [Overwatch 2 → The Finals (1:1)](/sensitivity/overwatch2-to-thefinals) - [Warzone → The Finals (1:1)](/sensitivity/warzone-to-thefinals) - [CS2 → The Finals](/sensitivity/cs2-to-thefinals) - [Valorant → The Finals](/sensitivity/valorant-to-thefinals) #### Why do three games share the same yaw? Coincidence, mostly. Embark, Blizzard, and Infinity Ward each picked the same default rotation rate for their engines independently. The result is one of the rare quality-of-life accidents in FPS: a single in-game sensitivity number that travels cleanly across three live competitive games. If you grind ranked Warzone weekdays and Finals tournaments weekends, you do not need to remember two numbers. #### How do I pick a sensitivity for The Finals if starting fresh? 1. Identify the game you aim well in already — CS2, OW2, Valorant, anything. 2. Use the table above to convert that sens into The Finals (or use the dedicated pair page if you want a worked example with cm/360°). 3. Stick with the converted number for 10+ hours of gameplay before tweaking. Your brain needs reps, not constant re-tuning. 4. If flicks consistently overshoot, drop by 10%. Undershoot, raise by 10%. Anything bigger is panic-tuning. 5. Match horizontal and vertical sens unless you specifically know you want split — default 1.0 vertical ratio is the right call for 95% of players. #### Settings that matter beyond sens - Polling rate — 1000Hz is the standard. Higher (4000/8000Hz) is overkill for The Finals' tick rate and adds CPU load. - ADS sens multiplier — separate setting, tune independently. Default 1.0 is fine to start. - FOV — 71–90° hipfire range; pick what feels comfortable, then leave alone. - Motion Sync (mouse software) — most pros leave it off for the most direct "one-to-one" feel. > The verified pro-settings list for The Finals is in progress — its competitive scene is younger than CS2/Valorant and the data ecosystem (Liquipedia/prosettings.net per-player pages) is still catching up. We add pros only with verifiable source URL + date stamp. Watch the players page for updates. FAQ: - Q: Is The Finals sens the same as Overwatch 2? A: Yes. Both games use yaw 0.0066, so the in-game sens number transfers 1:1 at the same DPI. cm/360° is preserved exactly. - Q: Is The Finals sens the same as Call of Duty Warzone? A: Yes — both use yaw 0.0066. Whatever hip-fire sens works in Warzone works in The Finals at the same DPI. ADS multipliers are separate per-weapon/scope and need their own tuning. - Q: What is the conversion from CS2 to The Finals? A: Multiply your CS2 sens by 3.33 (yaw ratio 0.022 / 0.0066). A CS2 sens of 1.5 at 800 DPI becomes 5.0 in The Finals — same cm/360°. - Q: What is the conversion from Valorant to The Finals? A: Multiply your Valorant sens by 10.6 (yaw ratio 0.07 / 0.0066). A Valorant sens of 0.4 at 800 DPI becomes about 4.24 in The Finals. This is the biggest single-step ratio on the site — Valorant uses an unusually high yaw, The Finals a low one. - Q: Should horizontal and vertical sens be equal in The Finals? A: For most players, yes — equal values keep cm/360° symmetric across pan and tilt. Split is a niche tuning choice that takes deliberate practice to use well. ### Deadlock Sensitivity: Yaw 0.044, Not 1:1 With CS2 (Verified) URL: https://senslab.pro/guides/deadlock-sensitivity Updated: 2026-05-25 · 7 min read There is a widespread myth that Deadlock and CS2 are 1:1 because both run on Source 2. They are not. Deadlock yaw is 0.044, exactly double CS2's 0.022. Here is the verified math and the conversion to every other supported FPS. Deadlock is Valve's hero-shooter/MOBA hybrid running on Source 2 — the same engine as Counter-Strike 2. The natural assumption: your CS2 sensitivity drops straight in. That assumption is wrong, and propagating it costs newcomers practice hours. Verified against mouse-sensitivity.com on 2026-05-25: a CS2 sensitivity of 2.0 at 800 DPI converts to a Deadlock sensitivity of 1.0 at 800 DPI. That is a factor of 0.5, which means Deadlock yaw is not 0.022 — it is 0.044. > TL;DR — Deadlock yaw is 0.044, double CS2. To go FROM CS2/Apex/Marvel Rivals: divide sens by 2. From Valorant: multiply by ~1.591. From Overwatch 2 / Warzone / The Finals: multiply by 0.15. From Fortnite: multiply by ~0.13. From R6: multiply by ~0.13. Verified against mouse-sensitivity.com. #### What yaw does Deadlock actually use? Deadlock yaw is 0.044 degrees per mouse count. That is exactly 2× the Source-engine default of 0.022 that CS2 and Apex Legends use. We verified this by entering CS2 sens 2.0 at 800 DPI into the mouse-sensitivity.com CS2-to-Deadlock converter. It returns Deadlock sens 1.0 at 800 DPI — same cm/360° (~26 cm), half the slider number. Public sources disagreed about this constant before we measured: forum threads said "0.022 by default", recharge.com said "0.044, exactly 2× CS2", a 1v9.gg blog implied yaw ~0.0138 from a 1.591 multiplier. The in-tool conversion at the gold-standard converter (mouse-sensitivity.com) is the arbiter. 0.044 stands. #### How do I convert sens from another game to Deadlock? Multipliers below assume base hipfire sensitivity. ADS / scope multipliers are independent per game and need their own tuning. DPI stays on the mouse; only the in-game slider changes. | From game | Multiply by | Example (source → Deadlock) | | --- | --- | --- | | Counter-Strike 2 | × 0.5 | 2.0 → 1.0 | | Apex Legends | × 0.5 | 1.6 → 0.8 | | Marvel Rivals | × 0.5 | 1.5 → 0.75 | | Valorant | × 1.591 | 0.4 → 0.636 | | Overwatch 2 | × 0.15 | 5.0 → 0.75 | | Call of Duty: Warzone | × 0.15 | 5.0 → 0.75 | | The Finals | × 0.15 | 5.0 → 0.75 | | Fortnite (% slider) | × ~0.13 | 7.5 → ~0.95 | | Rainbow Six Siege | × ~0.13 | 7 → ~0.91 | **Open a dedicated pair page** Each pair page has a live converter, worked example with cm/360°, and reference table at common sens values. - [CS2 → Deadlock](/sensitivity/cs2-to-deadlock) - [Valorant → Deadlock](/sensitivity/valorant-to-deadlock) - [Apex → Deadlock](/sensitivity/apex-to-deadlock) - [Overwatch 2 → Deadlock](/sensitivity/overwatch2-to-deadlock) #### Why is Deadlock not 1:1 with CS2 if both are Source 2? Same engine does not mean same yaw. Source 2 is the rendering and physics framework. Yaw — the degrees-per-mouse-count constant — is a per-game tuning variable in the engine's input layer. Valve picked 0.022 for CS2 to match the original CS lineage and pro muscle memory. For Deadlock, they picked 0.044 — slightly less twitchy out-of-the-box, more in line with the MOBA-FPS hybrid feel. The slider scale differs even though the engine does not. #### What sensitivity do Deadlock pros actually use? Deadlock is in Valve invite playtest at this writing — the pro scene is small and prosettings.net coverage is growing. We have three verified pros at our data freshness date. *Verified Deadlock pro sens (2026-05-25, prosettings.net)* | Player | Team | Sens | DPI | eDPI | | --- | --- | --- | --- | --- | | lyr1c | XSET | 0.53 | 1600 | 848 | | Hydration | Free Agent | 1.25 | 800 | 1000 | | Hardecki | Free Agent | 0.65 | 800 | 518 | eDPI cluster sits 500–1000 across the three verified pros. That works out to cm/360° in the ~40–55 cm range — slower / more precise than typical hero-shooter ranges, closer to CS2 territory. Makes sense: Deadlock's mix of long sightlines and isometric awareness rewards deliberate aim over reflex flicks. #### How do I pick a Deadlock sensitivity if starting fresh? 1. Identify your strongest existing FPS (CS2, Valorant, OW2, anything). 2. Convert using the table above (or the dedicated pair page for an exact cm/360° preview). 3. Stick with the converted number for at least 10 hours before tuning. Brain needs reps. 4. If consistent overshoot — drop by 10%. Consistent undershoot — raise by 10%. Bigger changes = panic-tuning. 5. Match horizontal and vertical sens (default). Split is a niche choice requiring deliberate training. > The "Deadlock is 1:1 with CS2" claim is wrong and circulates in many community guides. Always verify the conversion factor in-tool — your time-to-aim and accuracy depend on it. FAQ: - Q: Is Deadlock sens the same as CS2? A: No. This is a widespread myth. Deadlock uses yaw 0.044, double CS2's 0.022. The in-game number halves on conversion: CS2 sens 2.0 at 800 DPI becomes Deadlock sens 1.0 at 800 DPI. cm/360° is preserved. - Q: What is the conversion from CS2 to Deadlock? A: Multiply your CS2 sens by 0.5 (divide by 2). At 800 DPI, CS2 sens 2.0 becomes Deadlock sens 1.0 — same cm/360° of ~26 cm. - Q: What is the conversion from Valorant to Deadlock? A: Multiply your Valorant sens by approximately 1.591. Valorant uses yaw 0.07, Deadlock 0.044. A Valorant sens of 0.4 becomes about 0.636 in Deadlock. - Q: Why do public sources disagree about Deadlock yaw? A: Game launched into invite playtest with limited public documentation. Community guides propagate the "Source 2 = 1:1 with CS2" intuition without testing. The actual yaw constant lives in the game files and the gold-standard converter (mouse-sensitivity.com) — both confirm 0.044. - Q: Should I split horizontal / vertical sens in Deadlock? A: Default 1:1 is the right call for almost everyone. Equal horizontal and vertical keeps cm/360° symmetric across pan and tilt, matching what you have used elsewhere. ### Pro Mouse Settings 2026 — DPI, Sens & eDPI Breakdown URL: https://senslab.pro/guides/pro-mouse-settings-2026 Updated: 2026-05-29 · 8 min read Most "pro settings" lists are scraped once and never updated. This one is sourced from prosettings.net, every row dated, every change re-verified. Here is what the data says in 2026. Pro mouse settings are catnip for AI summaries and rabbit-hole reads alike — but most of the lists you can find online are stale, copy-pasted from each other, or quietly wrong. SensLab tracks 59 verified pros across 8 FPS games, every entry stamped with the source URL and the date of the most recent re-check. This guide is a snapshot of what that data says about 2026 pro habits — and a few things that surprise people. > TL;DR — In 2026, 59% of verified FPS pros run 800 DPI, 20% run 1600, 17% run 400. CS2 eDPI clusters 700–950; Valorant 220–290; Apex 1000–1230. Most pros pick a number once and keep it for years — chasing pro settings is the wrong question. Use ranges as orientation, not prescription. #### How do we verify these settings? Every entry in our pro database carries a `source` URL (almost always prosettings.net) and a `verifiedAt` ISO date. A pre-commit script re-fetches the source pages and fails the build if names, teams, sens, or DPI drift. This means: when you see a row in our pro tables, it matched the source page within days of the date shown — not months ago, not "I read it on Reddit." Stale data is the default failure mode of pro-settings sites. We chose to make freshness visible (every entry shows its date) and verifiable (one script, exits non-zero on mismatch). That is the entire moat — there is no proprietary research here, just dated, sourced, machine-checked numbers. #### What DPI do pros use in 2026? *DPI distribution across 59 verified FPS pros (2026-05-29)* | DPI | Pros | Share | | --- | --- | --- | | 800 | 35 | 59% | | 1600 | 12 | 20% | | 400 | 10 | 17% | | 900 | 2 | 3% | 800 DPI is the dominant choice, by a wide margin. After it, 1600 (20%) edges out 400 (17%) as the next most common — and the two represent opposite optimisation strategies, not the same one: 1600 leans on low in-game sens for a smooth high-DPI signal, 400 on veteran muscle memory. #### Why does 800 DPI dominate? Three reasons converge on 800 DPI as the modern default: - Modern flagship sensors (Hero 2, PixArt 3950, FocusPro X) report cleanly at 800 DPI without smoothing or interpolation. Older sensor artefacts that made 400 DPI "safer" largely no longer apply. - Desktop UI at 1440p / 4K feels too slow at 400 DPI in non-game contexts. 800 DPI is a livable everyday sens that still works in-game with a sane sensitivity slider. - Game sensitivity sliders accept finer-grained values at 800 DPI than at 400 — you can land on round eDPI numbers like 800 or 1000 without resorting to weird decimal sens like 2.04. The 400 DPI holdouts (ZywOo, ropz, Jimpphat) are mostly veteran CS2 riflers who locked in years ago and never had a compelling reason to retune. The 1600 DPI group (TenZ, Demon1 in Valorant) tend to be very-low-sens players who want a smoother sensor signal at the extreme end. #### What are typical eDPI ranges per game? *Pro eDPI clusters per game — quartiles of our dataset (verified 2026-05-29)* | Game | Low | Average | High | | --- | --- | --- | --- | | CS2 | 600–710 | 710–920 | 920–1 160 | | Valorant | 160–220 | 220–290 | 290–520 | | Apex Legends | 880–1 040 | 1 040–1 220 | 1 220–1 230 | | Overwatch 2 | 3 400–4 330 | 4 330–5 850 | 5 850–7 200 | | Marvel Rivals | 1 040–1 250 | 1 250–1 600 | 1 600–2 020 | | Warzone | 960–3 100 | 3 100–4 400 | 4 400–4 800 | Note that eDPI numbers are not comparable across games — each engine multiplies your DPI × sens by its own yaw constant before turning that into actual rotation. CS2 eDPI 800 and Valorant eDPI 800 are completely different physical movements. Use cm/360 when comparing across games. #### How are pros split by role inside one game? In CS2, AWPers cluster at the low end (600–900 eDPI) for precise scope flicks; riflers run higher (800–1100) for spray transfers and quick rotations. ZywOo (800 eDPI), donk (1000), ropz (708), sh1ro (832) and Jimpphat (600) are all top-rated riflers — yet their eDPIs differ by 67%. Aim ability comes from consistency, not from a magic eDPI. In Valorant the spread is tighter. TenZ runs 276.8 eDPI on the high-speed duelist end, aspas at 320 mid-range, Demon1 at 160 on the ultra-low end. Demon1's eDPI is roughly half of TenZ's — and both have won majors. Style trumps absolute number. #### Selected pro settings (verified 2026-05) *Selected top pros — sens, DPI, eDPI (sourced from prosettings.net)* | Player | Game | DPI | Sens | eDPI | | --- | --- | --- | --- | --- | | ZywOo | CS2 | 400 | 2.0 | 800 | | donk | CS2 | 800 | 1.25 | 1 000 | | ropz | CS2 | 400 | 1.77 | 708 | | sh1ro | CS2 | 800 | 1.04 | 832 | | Jimpphat | CS2 | 400 | 1.5 | 600 | | TenZ | Valorant | 1 600 | 0.173 | 276.8 | | aspas | Valorant | 800 | 0.4 | 320 | | Demon1 | Valorant | 1 600 | 0.1 | 160 | Want the full picture? Each pro has a dedicated page on SensLab with their full mouse setup, cm/360, crosshair config (where relevant), and direct copy-paste console commands. See /players for the index. **Related reading** - [What is eDPI?](/guides/what-is-edpi) - [cm/360 explained](/guides/cm-360-explained) - [Best DPI for FPS](/guides/best-dpi-for-fps) - [How to pick your sens](/guides/how-to-pick-your-sens) #### What changed in 2026? - Marvel Rivals entered the pro scene proper — top mongraal/aqua/MrSavage style players have begun publishing settings. Range is starting to settle around 1 100–1 600 eDPI. - Deadlock yaw was confirmed 0.044, not 1:1 with CS2 as widely misreported. Pros migrating from CS2 are halving their sens (yaw doubled = sens halves to feel the same). - Hero 2 sensor adoption pushed a small wave of CS2 pros from 400 → 800 DPI. The "400 is safer" argument has gotten weaker every year since 2022. - Valorant introduced finer sensitivity decimal precision; some 1600 DPI duelists trimmed eDPI by 5-10% over the season. None of these are revolutions. Pro mouse settings change slowly — the entire scene retuning takes years, not months. That is one reason source-stamped data matters: when someone tells you the meta shifted, you can check the date stamp on the claim. FAQ: - Q: Why does our list show 59 pros instead of 200+? A: Every entry is re-verified against prosettings.net. Adding pros without a stable source page or a recent confirmed date would dilute the trust signal. We add pros as they appear with verifiable data, not to inflate the count. - Q: Is 800 DPI actually better, or just popular? A: Better is the wrong framing. 800 DPI is the path of least friction in 2026 — modern sensors handle it cleanly, desktop usability is fine, and sensitivity sliders give you granular eDPI control. 400 and 1600 are equally valid for players already settled there. - Q: Why are eDPI numbers so different across games? A: Each FPS engine has its own yaw constant (CS2 0.022, Valorant 0.07, OW2 0.0066, Deadlock 0.044). The same eDPI produces different in-game rotation. Compare across games using cm/360, not eDPI. Our converter does the conversion in one click. - Q: How often do pros change settings? A: Rarely. Most top pros run the same sens/DPI for 2-5 years once they have committed. Public settings updates are usually small tweaks (DPI swap, 5-10% sens change) — never large overhauls. Chasing pro changes is a losing strategy for your own aim. - Q: Should I copy a pro's settings? A: You can use them as a starting point, but expect to tune over weeks. Pros are not winning because of their eDPI — they win because they have spent thousands of hours with one number. The eDPI is downstream of muscle memory, not the cause of it. ### Stretched Resolution vs Native in CS2 — Which Should You Pick? URL: https://senslab.pro/guides/stretched-resolution-vs-native-cs2 Updated: 2026-05-26 · 9 min read Stretched resolution is one of the last culturally-loaded settings in CS2 — half the pros use it, half don't, and the arguments on both sides are older than CS:GO. Here is what actually matters. Open the settings page of any CS2 pro and you will see one of three resolutions: 1280×960 stretched to 16:9, 1280×960 with black bars (pillarboxed), or 1920×1080 native 16:9. The split is roughly even at the top level, which is why this debate refuses to die. Most of what you read about it is folklore from CS 1.6 — here is the actual technical picture in 2026. > TL;DR — 4:3 stretched gives larger character models and removes peripheral information; 16:9 native gives wider FOV and easier model tracking at distance. CS2 narrowed the gap by tightening anti-stretch behavior and improving model rendering at native res. If you grew up on 4:3 it is fine to keep; if you are starting fresh, 16:9 native is the lower-friction default. #### What does 4:3 stretched actually do? "Stretched" means rendering the game at a 4:3 aspect ratio (e.g. 1280×960) and then scaling that frame horizontally to fill a 16:9 monitor. The image is geometrically wider per pixel: a player model that would be N pixels wide at native 16:9 becomes (16/9) ÷ (4/3) ≈ 1.33× wider on screen. Your hitboxes are unchanged — they are still the original 4:3 width — but the visual representation of a player is fatter. Critically, stretched does not give you more horizontal FOV. The game renders at 4:3 aspect, which means it shows you a narrower slice of the world than 16:9 would. CS2 (like CS:GO before it) uses "Hor+" FOV scaling — wider aspect ratio = wider horizontal field of view. So choosing 4:3 trades horizontal FOV for bigger-looking enemies. #### How much horizontal FOV do you lose at 4:3? *Horizontal FOV in CS2 by aspect ratio (vertical FOV fixed at 73.74°)* | Aspect ratio | Resolution example | Horizontal FOV | vs 16:9 | | --- | --- | --- | --- | | 16:9 | 1920×1080 | ~106.26° | baseline | | 16:10 | 1680×1050 | ~100.39° | -5.87° | | 4:3 (stretched) | 1280×960 | ~90.00° | -16.26° | | 5:4 | 1280×1024 | ~86.30° | -19.96° | Stretched costs you roughly 16° of horizontal vision compared to 16:9 native. In practical terms: at 4:3, a player can be a step around the corner of a long peek without you seeing them, where on 16:9 you would already have line of sight. This matters most on open angles and long sightlines. #### Why do so many pros still use 4:3 stretched? - Carry-over muscle memory from CS 1.6 / Source / early CS:GO years, when 4:3 was the default because of CRT monitors and the rendering pipeline favoured it. A pro who has played 10 000+ hours of CS at 4:3 has no reason to retune. - Larger character models at close range — easier to land sprays on a strafing target when the model is 33% wider on screen. The effect is real in 5–15m duels. - Less peripheral information — for some players, the narrower view is calming. Less visual noise = less distraction. This is subjective and not universal. - Slightly higher framerate on weaker hardware, since the GPU renders fewer pixels (1280×960 = 1.23 MP vs 1920×1080 = 2.07 MP). Less relevant in 2026 on modern GPUs. According to prosettings.net as of 2026-05, top CS2 riflers including ZywOo, donk, ropz, and sh1ro run 4:3 stretched 1280×960. That tells you it is competitive at the highest level. It does not tell you it is better — it tells you they got good with it before native became fashionable, and switching now would cost months of recalibration. #### Why do other pros use 16:9 native? - Wider horizontal FOV: ~16° more peripheral vision, more relevant on open angles, long sightlines and Inferno banana / Mirage A-main style holds. - Easier long-distance model tracking — at native 16:9, enemies do not get visually compressed; depth perception holds up better past 25m. - No aspect-ratio coercion via driver settings (which CS2 has tightened relative to CS:GO — see below). Easier to set up cleanly. - Lower switching cost from other FPS games. Most players move between Valorant, CS2, Apex etc. — all default to 16:9 native. Keeping one aspect ratio across games stabilises muscle memory. Players like m0NESY and many of the Valorant-trained crossovers run 16:9 native. The trend is mildly toward native at the pro level — but "mildly" is the operative word. We are not seeing a stampede. #### What changed in CS2 vs CS:GO? CS:GO offered three aspect-ratio modes (Stretched, Black Bars, Letterbox) directly inside the game options. CS2 removed that menu — by default, picking a 4:3 resolution gets you black bars, and stretching now has to be configured at the GPU driver level (Nvidia Control Panel → Adjust desktop size and position → Full screen, or AMD equivalent). Valve has not explicitly banned stretched, and the GPU-driver path still works in 2026. But the experience is friction-heavier than CS:GO was. For new players, this nudges toward 16:9 native — fewer settings to chase, fewer driver-update breakages. #### How do I set up each option? ##### 16:9 native (default) Settings → Video → Resolution: pick your monitor's native resolution (typically 1920×1080 or 2560×1440). Aspect ratio defaults to 16:9. Make sure "Display Mode" is Fullscreen. That is it. ##### 4:3 black bars (pillarboxed) Settings → Video → Resolution: pick a 4:3 resolution like 1280×960 or 1440×1080. CS2 will render at 4:3 with black bars on either side. No driver setup needed. This is the easiest non-16:9 option. ##### 4:3 stretched 1. In CS2: set Resolution to 1280×960 (or your preferred 4:3 res) and Display Mode to Fullscreen. 2. In Nvidia Control Panel: "Adjust desktop size and position" → Scaling: Full-screen. Perform scaling on: GPU. Override the scaling mode set by games: ON. 3. In AMD Adrenalin (equivalent): Display tab → Scaling Mode: Full Panel. GPU Scaling: enabled. 4. Restart CS2. Verify by checking that the image fills your monitor edge to edge, with no black bars. A common gotcha: if your monitor is set to do its own scaling (instead of the GPU), driver scaling will not apply. Set GPU scaling explicitly, not "monitor scaling." #### Should I switch? If you have logged hundreds of hours at one aspect ratio and your aim feels stable: do not switch. Aspect-ratio change costs 1-2 weeks of muscle-memory recalibration in the best case, and you may not regain your previous level for a month. The marginal advantage of either option is small compared to the cost of being unfamiliar. If you are new, switching games, or about to start a serious practice block: pick 16:9 native. It is the cross-game default, sets up clean, gives you the wider FOV, and avoids driver-level configuration. The pros who use 4:3 are not winning because of it — they are winning despite the 16° FOV trade-off, because they got good at it 10 years ago. **Related reading** - [How to pick your sens](/guides/how-to-pick-your-sens) - [Wrist vs arm aim](/guides/wrist-vs-arm-aim) - [Best DPI for FPS](/guides/best-dpi-for-fps) - [Pro mouse settings 2026](/guides/pro-mouse-settings-2026) FAQ: - Q: Does 4:3 stretched give me an aim advantage? A: Marginally, at close range — character models are ~33% wider on screen, which makes spray transfers and strafe-tracking slightly easier. You pay for it with ~16° less horizontal FOV. The trade is real but small; pros win with both. - Q: Why did CS2 remove the in-game stretch option that CS:GO had? A: Valve has not formally explained the removal. The practical effect: stretched has to be configured at the GPU driver level instead of in-game. The technique still works, just with more setup friction. - Q: What FOV do I get at 4:3 vs 16:9? A: CS2 uses Hor+ scaling with vertical FOV locked at 73.74°. 16:9 gives ~106° horizontal FOV. 4:3 (any 4:3 resolution) gives ~90° horizontal FOV. Stretched and black-bars 4:3 produce identical FOV; only the visual presentation differs. - Q: Will stretched make my crosshair behave differently? A: No. The crosshair is drawn at game render time, before the driver stretches the frame. Its size and gap stay the same. The crosshair lines may appear slightly wider on a stretched display, matching the wider model rendering. - Q: I changed to stretched and my aim feels off. How long until it normalises? A: Plan for 1-2 weeks of dedicated practice (Aim Lab / Deathmatch / Workshop maps) before your previous level returns. Don't make the call to switch back during the first week — it will always feel wrong before it feels normal again. ### Why Your Sens Feels Off — Diagnose It in 5 Minutes URL: https://senslab.pro/guides/why-your-sens-feels-off Updated: 2026-05-27 · 7 min read When your aim feels off, the most common reason is not "I lost it" — it is one of seven specific, fixable things. Here is how to diagnose them without guessing. You sat down, the game looks the same, your fingers feel the same — and your aim is suddenly trash. Before you ditch your sens and start a tilt-driven settings spiral, run through this checklist. The vast majority of "sens feels off" cases are one of seven specific, mechanical issues with mechanical fixes. > TL;DR — 7 things to check, in order: (1) Hardware DPI actually unchanged. (2) Game-yaw math after a switch. (3) cm/360 against your usual number. (4) Mousepad surface friction. (5) Monitor / aspect-ratio change. (6) Days since last serious play. (7) Physical state — sleep, hand, posture. Most cases land in (1)–(4). #### Why does sens feel "off" if you did not change anything? It does not feel off because of nothing. Something changed — your job is to find what. Sensitivity is a chain of physical inputs: mouse hardware DPI × in-game sensitivity slider × yaw constant × pad friction × your arm × screen size × distance from screen. A 5% drift in any link makes the whole feel different. The trap is jumping straight to "I will lower my sens by 10%". Often the underlying change is something you can revert in 30 seconds, instead of starting a 2-week recalibration. Diagnose first. #### How do I check if my hardware DPI actually changed? This is the single most common silent cause. Things that quietly reset mouse DPI: - A Windows update — sometimes resets mouse software to defaults. - A new mouse driver / firmware update — restores factory DPI. - Accidentally pressing the DPI button on the mouse (some have one). - Reinstalling Razer Synapse / Logitech G HUB / Razer Cortex — profile lost. - Switching computers without exporting your profile. - A fresh OS install or new PC entirely. Open your mouse software. Read the DPI value. Compare to what you committed to. If it is different — fix the DPI back to your standard, not the in-game sens. #### Did you just switch games? Different FPS engines use different yaw constants — the number that turns DPI × sens into actual rotation. CS2 uses 0.022, Valorant uses 0.07, Overwatch 2 uses 0.0066, Fortnite uses 0.005555, Deadlock uses 0.044. eDPI is not portable across these; your CS2 sens of 1.0 is not the same physical movement as Valorant 1.0 (it is ~3.2× faster in Valorant). If you switched games and copied eDPI directly, that is almost certainly the issue. Convert using cm/360 instead — same physical sweep per full rotation across any engine. Our converter does this in one click. #### What does your cm/360 say? cm/360 is the only sensitivity metric that survives across games, DPIs, and engines. If you know your usual cm/360, measure it now: 1. Stand still in-game, note a fixed point on screen (a wall texture, a sign). 2. Place a small marker at the edge of your mousepad where your mouse base sits. 3. Drag your mouse all the way across the pad in a deliberate straight line. 4. Read the rotation. If you went 360° in 30 cm, your cm/360 is 30. If you went 180°, double it. 5. Compare to your usual number. If it differs by more than ~5%, your DPI or sens drifted. A drift of 5%+ in cm/360 is what your hand actually feels. Sub-5% drift is harder to perceive consciously but still throws off muscle memory. See our cm/360 guide for the full math. #### Did your mousepad change or wear out? Mousepad surface is part of your sens. A worn-down cloth pad has noticeably more friction in heavy-use zones (mouse landing area) than on un-used edges — uneven friction is the worst-case scenario. Your hand learns to push harder; when you replace the pad, suddenly your usual force overshoots. - Cloth pads typically need replacing every 9-18 months of daily play (community estimate; no formal study). - Hard / hybrid pads (Artisan FX, X-raypad Aqua, etc.) last much longer but feel different from cloth. - A spilled drink, then dried, can change friction permanently. - New pads typically need 1-3 days break-in — surface coating wears slightly, friction stabilises. If your pad is more than a year old and you play 2+ hours daily, replace it before changing your sens. You may not need any sens change at all. #### Did your monitor or aspect ratio change? Same in-game sens feels different when the rendered FOV changes. Some triggers: - Switching from 16:9 to 4:3 stretched (or vice versa) in CS2 — different horizontal FOV. - Buying an ultrawide monitor (21:9 or 32:9) — wider FOV makes targets appear smaller relative to screen, sens feels faster on lateral movement. - Sitting closer or further from your monitor — perceived angular size of targets changes, sens feels different even though raw rotation is identical. - Display scaling at OS level changing — affects mouse cursor speed outside the game, your hand calibrates to that subconsciously. Aspect ratio and monitor size are the third-most-common cause after DPI drift and game-switch. If you just bought hardware, suspect this first. #### How long since you played seriously? Most players report their mouse "feel" starts to drift after 1-2 weeks away from the game. After a month-plus break, sensitivity is unreliable for the first few sessions — even with no settings changed. This is not a sens problem; it is a sensorimotor recalibration window. Diagnostic: spend 30 minutes in an aim trainer (Aim Lab, KovaaK's, or deathmatch) before deciding your sens is broken. If accuracy returns within that block, no setting change needed. #### Are you fatigued, sick, or under-slept? Sensorimotor performance correlates with sleep, hydration, and hand temperature. Cold hands have measurably slower fine-motor control. Caffeine withdrawal mid-session causes tremor that shows up as overshoots. Mild dehydration shaves reaction time. If your aim feels off after a poor night's sleep, the answer is sleep, not sens. Changing your sensitivity to compensate for physical state is how you end up with three "favourite" sens numbers and trust in none of them. #### What is the 30-second diagnostic? 1. Check hardware DPI in mouse software — match your standard? 2. Check in-game sens — match your standard? 3. Multiply them — match your usual eDPI? 4. Do the cm/360 sweep test — within 5% of usual? 5. Look at your mousepad — over a year old, visible wear, recent spill? 6. New monitor / aspect-ratio change in the last week? 7. Played seriously in the last 7 days? Run through that list. Whichever first answer is "no" or "not sure" — that is your suspect. Fix it, play one match, re-evaluate. Don't change in-game sens until items 1-4 all check out. **Related reading** - [cm/360 explained](/guides/cm-360-explained) - [What is eDPI?](/guides/what-is-edpi) - [How to pick your sens](/guides/how-to-pick-your-sens) - [Best DPI for FPS](/guides/best-dpi-for-fps) FAQ: - Q: My sens felt fine yesterday and bad today. Did I get worse overnight? A: Almost certainly not. Day-to-day skill variance is real but small. Day-to-day "feel" variance is much larger and almost always reflects sleep, mousepad state, or some quiet hardware/software reset. Run the 30-second diagnostic before changing anything. - Q: I bought a new mouse and now my aim is bad. Sens problem? A: Check eDPI first — many mice ship with a 1600 DPI default profile, not 800 or 400 like your previous one. Match the DPI, your in-game sens should feel identical. If it still feels different, the new mouse shape or weight may be the cause, not the sensitivity. - Q: How long until my new sens feels normal after I change it? A: Typically 1-2 weeks of daily play for muscle memory to start re-aligning, 4-6 weeks for it to feel as natural as the old number. Switching back after 3 days is the most common mistake — that is far too early for your body to adapt. - Q: Does monitor refresh rate affect sens feel? A: Yes, slightly. Higher refresh rates (240 Hz+) show smoother motion that makes small mouse movements more visible. Going from 144 Hz to 240 Hz can make your usual sens feel "twitchier" for the first few sessions even though nothing in the input chain changed. - Q: Is mouse acceleration causing this? A: Possibly — Windows "Enhance pointer precision" can re-enable itself after some updates. Open Mouse Properties → Pointer Options and verify it is OFF. Most games have their own raw-input enabled by default, which bypasses this, but verify in your game settings too. ### Mousepad Size Guide for FPS — Match Pad to Your cm/360 URL: https://senslab.pro/guides/mousepad-size-guide-fps Updated: 2026-05-27 · 6 min read The right mousepad size is the one your hand never runs out of in a clutch. Most players go too small, then blame their sens. Here is how to size correctly the first time. A mousepad that is too small for your sens forces lift-resets mid-fight — you swipe across the pad, hit the edge, lift the mouse, replace it, keep swiping. Every lift is dead time and a tiny aim wobble. The fix is not "lower your sens"; the fix is buy a pad that fits your sweep distance. Here is how to size one correctly. > TL;DR — Pad width should be at least 1.3× your cm/360 (so a 35 cm/360 player needs a ≥46 cm pad). For arm-aim players (>50 cm/360), look at 90 cm desk pads. "L" and "XL" are not standard sizes — check actual cm. Speed vs control is taste; hybrid surfaces have made the choice less critical in 2026. #### What size of mousepad do I actually need? The answer is governed by your cm/360 (centimeters of mouse movement for a full 360° rotation). A bigger cm/360 = lower sens = you need more pad. The minimum useful pad width is your cm/360 × 1.3 — that gives you room for a full half-turn (180°) without lifting, plus margin for diagonal flicks. *Mousepad width recommendation by cm/360 range* | cm/360 | Style | Minimum pad width | Comfort width | | --- | --- | --- | --- | | <25 cm | High sens / wrist | 35 cm | 40 cm (L) | | 25–35 cm | Hybrid | 45 cm | 50 cm (XL) | | 35–45 cm | Most CS2 / Val pros | 50 cm | 60 cm (XXL) | | 45–55 cm | Arm-aim | 60 cm | 80 cm (3XL / Desk) | | >55 cm | Pure arm | 80 cm | 90 cm (Desk) | These are floors, not optimums. Going one size up almost always feels better than going to the minimum — you get headroom for fatigue-driven sloppy sweeps and for the occasional reset that has nothing to do with aiming. #### Why are "L" and "XL" not real measurements? Manufacturer size labels are not standardised. One brand's "L" is 45 × 40 cm, another's is 50 × 42 cm, a third's is 47 × 35 cm. "XL" is even more variable — from 49 × 42 cm at the smaller end to 60 × 50 cm at the larger. Always look at the actual centimetre dimensions on the product page, never just the size class. - Razer Goliathus Extended (XXL): 92 × 29 cm — wide but short, awkward for arm-aimers. - Artisan Hien XSoft XL: 49 × 42 cm — a relatively small "XL". - Logitech G840 (XL): 90 × 40 cm — actually XXL-territory under most brands' naming. When researching, sort by physical dimensions and ignore the marketing letters. #### How does sens dictate pad shape, not just width? A square pad (e.g. 50 × 50 cm) gives you balanced vertical and horizontal room. A long pad (e.g. 90 × 40 cm) is wider but shorter — fine for horizontal flicks, cramped for fights that mix vertical aim (sniping at elevation, building-rich Apex / Fortnite). FPS players generally prefer pads where the height is at least 80% of the width once you cross 45 cm. Avoid sub-30 cm depth if you play arm-aim or any cm/360 over 40. #### Are speed pads or control pads better? Speed and control describe two ends of the friction spectrum: - Speed pads (low friction): mouse glides easily, less effort to flick across long distances. Trade-off: harder to micro-correct on a stopped target. Examples: Artisan Zero, X-raypad Equate Plus, classic cloth pads. - Control pads (high friction): more resistance during the sweep, more stable when stopping. Trade-off: more arm effort on big flicks, tires you out faster on long sessions. Examples: Artisan Hien, X-raypad Aqua Control. - Hybrid pads (mid-friction with tuned stop): the 2024-2026 trend — glide on long sweeps, brake-feel when stopping. Examples: Artisan Raiden, Lethal Gaming Gear Saturn Pro, EspTiger Tang Dao. The trend among top players in 2026 is toward hybrid and control-leaning pads, based on community-tracked pro settings. Pure "speed pad" identities are rarer than they were in 2020. If you are buying your first serious pad: hybrid is the safe default. #### Do desk-sized pads cause problems? Desk pads (90 × 45 cm and larger, often 120 × 60) are popular for low-sens arm-aim players who need maximum sweep room. Two practical caveats: - Edge curl: large fabric pads in low-humidity rooms develop curled edges over time. Stitched-edge models resist this; cheap unstitched ones do not. - Surface variation: large pads often have slight friction variation across the surface (manufacturing tolerance is wider for big areas). Premium brands compensate for this; budget ones do not. - Cleaning: a desk pad is a giant fabric panel that absorbs hand oils across hundreds of square centimetres. Plan to clean it (warm water + dish soap, air dry) every 3-6 months. If you have the desk space and play below 35 cm/360 sens, a desk pad is unnecessary. Above 50 cm/360, a desk pad is the difference between aiming and being a sweaty mess. #### How often should I replace a mousepad? A cloth pad in heavy use (2-4 hours daily) measurably degrades after 6-12 months. Symptoms: the mouse-landing area feels grippier than the edges, you start noticing sens "drift" that you cannot tie to any setting change, lift-off distance feels inconsistent across the pad. - Cloth pads: community estimate ~9-18 months of daily play. Wash every 2-3 months in between. - Hard / hybrid pads: typically much longer than cloth — replace when you see visible scratches in the mouse-landing zone, not on a fixed schedule. - Plastic / glass pads: very long lifespan but feel changes as the coating wears. Replace when feel changes, not on a fixed schedule. A worn pad is one of the silent reasons your sens "stops feeling right" months after no setting change — see [the sens-feels-off guide](/guides/why-your-sens-feels-off) for the full diagnostic. **Related reading** - [cm/360 explained](/guides/cm-360-explained) - [Wrist vs arm aim](/guides/wrist-vs-arm-aim) - [Why your sens feels off](/guides/why-your-sens-feels-off) - [How to pick your sens](/guides/how-to-pick-your-sens) FAQ: - Q: Is a bigger mousepad always better? A: No — beyond your sens requirement, extra size adds desk clutter without benefit. A 35 cm/360 player on a 90 cm pad wastes 40+ cm of pad real estate they never touch. Match pad width to ~1.3× your cm/360 plus 5-10 cm of margin. - Q: Will a hard pad ruin my mouse feet? A: It will wear them faster — community reports suggest a few months on hard / glass pads vs a year or more on cloth, though it varies by mouse model and play hours. Replacement mouse feet (PTFE skates) are inexpensive ($5-15 per set). Most hard-pad users keep a spare set of feet on hand and replace when glide feels off. - Q: Do thicker pads aim better? A: Thicker pads (4-6 mm) cushion against uneven desks and feel softer to rest your forearm on. They do not change aim performance directly. Both 3 mm and 5 mm pads are common at the pro level; pick based on comfort. - Q: My mouse keeps tracking poorly on my new pad. Why? A: Most modern optical / laser sensors handle any standard pad fine, but a few combinations cause issues — particularly older Razer / Logitech sensors on highly textured cloth pads, or any sensor on glass / mirror surfaces without manufacturer-stated support. Check your mouse manufacturer's "compatible surfaces" page. - Q: How do I clean a mousepad without ruining it? A: Cloth pad: warm water, a drop of dish soap, soft brush, rinse thoroughly, air dry flat for 24 hours. Do not put in washing machine (curls edges) or dryer (warps base). Hard pads: damp cloth with isopropyl alcohol for stubborn marks, dry immediately. Glass pads: glass cleaner.