Convert your Valorant sensitivity to CS2 without losing your muscle memory: why the same number isn't the same sens and how to use cm/360 to match everything up.
"I play the same sensitivity in every game." A lot of people say this while putting the same number in every game — and they're wrong: the same number in Valorant and CS2 does NOT make you turn the same amount. I use a converter specifically to avoid that mistake, and here I'll explain why it matters and why almost nobody knows it.
This guide is the natural follow-up to the mouse guide, where I already explained why DPI alone tells you nothing. Here we go a step further: how to find YOUR real sensitivity, why your favorite pro's settings probably don't work for you, and the trap that makes "the same sens" across two games a mathematical lie. I'll walk through it with my actual numbers (1600 DPI, 0.3 in Valorant, 0.95 in CS2) — not some generic tutorial you've seen a thousand times.
The only metric that matters: cm/360
Forget the sensitivity slider number. Forget DPI, to a large extent. The only number that actually describes your sensitivity is cm/360: how many centimeters you physically have to move your mouse across your desk to do a full 360-degree turn in-game.
Why this one and not the others? Because it's the only one that's physical and real. The slider number is something each game made up. DPI is just sensor resolution. But the centimeters your hand travels across the mousepad are the same in the real world regardless of what game you have open. If your cm/360 is 40, you move the mouse 40 cm to do a full turn — and that's what your muscle memory actually learns. It's the universal language across all games.
The formula, if you want to calculate yours by hand:
cm/360 = 914.4 / (DPI × sensitivity × yaw)
The 914.4 is 360 degrees converted to centimeters (360 × 2.54). "Yaw" is the secret factor nobody talks about, and it's exactly where the trap is. We'll get to it now.
because it's the foundation: saying "I play at 1600 DPI" tells you absolutely nothing about your actual sensitivity. 1600 DPI with a low in-game sensitivity can give you the exact same cm/360 as 800 DPI with a higher sensitivity. DPI is just one piece of the equation.
That's why eDPI (DPI × in-game sensitivity) was invented: to compare sensitivities within the same game without DPI muddying the waters. And it works… for that. But here's what almost no guide makes clear: eDPI does NOT work for comparing across different games. Two players with the same eDPI can be turning completely different distances if the games have different yaw values. eDPI equalizes the DPI×sens product, but it doesn't equalize the actual centimeters if the game engine scales rotation differently. For cross-game comparison, the only reliable measure is cm/360.
The trap: yaw, or why "the same sens" is a lie
Here's the "it's not what you think" moment of this guide. Every game has an internal value called yaw that decides how much the camera rotates per unit of mouse movement at sensitivity 1.0. And it is NOT the same across games:
Valorant uses a yaw of 0.07.
CS2 (and Apex) use a yaw of 0.022.
What does this mean in practice? If you literally put the same sensitivity number in Valorant and CS2 with the same DPI, you are NOT turning the same amount. Not even close. The ratio between the two is 0.07 / 0.022 = 3.18. Meaning the same sensitivity number makes you turn 3.18 times differently between one game and the other.
Translated into the actual conversion, keeping the same DPI: - Valorant to CS2: multiply your Valorant sensitivity by 3.18. - CS2 to Valorant: multiply your CS2 sensitivity by 0.314.
Example with my own numbers, which are exactly this case: I play 0.3 sensitivity in Valorant and 0.95 in CS2, both at 1600 DPI. They look like two different sensitivities, but they're the SAME: 0.3 × 3.18 = 0.95. Both give me the same cm/360 (around 27 cm) and therefore the same muscle memory. If instead of converting I'd put "0.3" in both games, in CS2 I'd be turning more than three times slower and my aim would be garbage. The different number in each game is what keeps the movement the same.
That's why so many people who play multiple shooters feel like their aim is "off" when switching games without knowing why. It's not that their aim got worse — they're playing three different cm/360 values thinking they're playing the same one. The slider number fooled them.
The COD and LoL situation
Call of Duty deserves a separate mention because it's messier: it uses its own sensitivity system with separate multipliers for hipfire and ADS, plus transition settings. To match your COD hipfire cm/360 with CS2 or Valorant, you need to use a converter that accounts for its specific yaw, and if you also want your ADS to line up, the ADS multipliers are a whole other rabbit hole. The key point: COD's sensitivity number is not directly comparable to the others, same as what happens between Valorant and CS2 — but worse.
League of Legends doesn't belong in the cm/360 conversation because it's not a free-aim shooter — the camera and mouse work differently (clicks, not tracking). So even if it's in your rotation, LoL sensitivity is its own thing (camera speed, edge pan) and doesn't mix with any of this.
My actual setup
I play at a fixed 1600 DPI across all games and keep the same cm/360 between shooters using a sensitivity converter — not by putting the same number in each (which is exactly the mistake I explained above). In practice that's 0.3 sensitivity in Valorant and 0.95 in CS2: numbers that look different but give me the same physical movement, around 27 cm/360.
27 cm is high sensitivity. Below 30 cm is considered high sens: you move your hand very little to turn a lot, which favors quick flicks and reactive play at the cost of demanding more precision for fine micro-adjustments. It's not better or worse than a low sensitivity of 50 cm — it's a different way of playing. It works for me because I'd rather be able to snap around fast and not run out of mousepad, but someone who plays AWP or patient long-range shots would probably do better with a lower sens.
Why 1600 DPI and not 800 like half the world? Honestly, it barely matters as long as your final cm/360 is what you want. 1600 DPI with a lower in-game sensitivity gives me the same physical movement as 800 DPI with double the sensitivity. High DPI doesn't give me any advantage by itself — what matters is the cm/360 the combination produces. If your sensor is decent (any modern mouse is), 800 or 1600 doesn't change your aim. What changes it is how many centimeters you move your hand.
The point isn't to copy my number. It's to know yours. And for that:
How to find YOUR sensitivity (not a pro's)
The method that actually works, no shortcuts:
First: calculate your current cm/360 using the formula above or any online converter. You need to know where you're starting from before you change anything. Write it down.
Second: decide what range you want based on your playstyle. Low sens (45–55+ cm) for precision play, AWP, patient headshots, lots of arm movement. Medium sens (35–45 cm) the sweet spot for most players, balance between fast turns and fine control. High sens (under 30 cm) for quick flicks and aggressive play, but it punishes long-range precision. There's no "best" — there's the one that fits how you play.
Third: once you've picked your cm/360, keep it identical across all your shooters by running each game's sensitivity through a converter (there are several free ones online: enter your DPI, source game, and destination game and it gives you the exact number). That's the real trick for consistent muscle memory: same cm/360 in Valorant, CS2, and COD, even though the slider number is different in each. Use the value with its decimals — rounding 0.954 to 1.0 already changes your movement.
Fourth: give it time. When you change sensitivity, give it at least one or two weeks before judging. The first few days always feel weird. Changing your sens every two days is the number one mistake — you never build muscle memory for anything.
Why your favorite pro's sensitivity doesn't work for you
This needs to be said plainly because half the community copies their favorite player's sensitivity and wonders why they don't aim like them. A pro's sensitivity is tied to things you don't have:
Their mousepad size and desk space. A low sensitivity (50+ cm) requires a huge mousepad and room to move your whole arm. If you have a small desk, you physically cannot play a low-sens pro's settings without running out of pad mid-turn.
Whether they play wrist or arm. Low-sens pros move their entire arm. If you rest your wrist, their sensitivity will feel impossible. These are different techniques.
Their chair, their height, their posture, their years of muscle memory. They have thousands of hours on THAT cm/360. You don't. Copying the number doesn't copy the hours.
Use a pro's sensitivity as a rough starting point at most — never as gospel. What works perfectly for them can wreck your aim simply because your physical setup is different.
The "stop overthinking your sens" protocol
Three rules that don't fail.
First: think in cm/360, not in slider numbers. The slider number is different in every game and it lies to you. The centimeters your hand moves are the truth. Internalize your cm/360 and forget the rest.
Second: match your cm/360 across games, not the number or the eDPI. If you play multiple shooters, convert properly so you're moving the same centimeters in all of them. Your muscle memory is one thing — don't split it three ways because you're too lazy to run the conversion.
Third: once you've found it, leave it alone. Consistency beats optimization. A decent cm/360 you've played for six months is worth more than the "perfect" cm/360 you switched to yesterday. Resist the urge to change it every time you have a bad day — the problem is almost never your sensitivity.
Conclusion
Sensitivity isn't the number on your game's slider. It's your cm/360: the actual centimeters you move your hand to do a full turn. That's the only metric that matters, the only one that's comparable across games, and the one your muscle memory actually learns.
The big trap is believing "the same number" is "the same sensitivity." It's not: Valorant and CS2 make you turn 3.18 times differently with the same figure, and COD does its own thing. Calculate your cm/360, pick it based on your playstyle and desk space, match it across all your games, and leave it alone. And stop copying your favorite pro's sensitivity — you don't have their desk, their arm, or their hours.
I run 1600 DPI and around 27 cm/360 (0.3 in Valorant, 0.95 in CS2, matched with a converter) because I like fast, reactive play. But that's my number, not yours. The whole point of this guide isn't for you to copy mine — it's for you to finally know yours and stop playing blind.
Pair this with my CS2 graphics config and you've got half your aim problem solved before you even fire a shot: you see things sooner and your hands are already moving the cm/360 you've internalized.
Frequently asked questions
How do I convert my Valorant sensitivity to CS2?
Multiply your Valorant sensitivity by 3.18 and you get the CS2 equivalent. That number comes from dividing Valorant's yaw (0.07) by CS2's (0.022). For example, 0.3 in Valorant equals 0.95 in CS2: different numbers on the slider, same physical movement.
What is cm/360 and how do you calculate it?
cm/360 is the number of centimeters you have to move your mouse across the desk to do a full 360-degree turn in-game. It's the only real, cross-game-comparable metric. The formula is: cm/360 = 914.4 / (DPI × sensitivity × yaw).
Why isn't the same sensitivity number in Valorant and CS2 the same sensitivity?
Because every game has an internal value called yaw that determines how much the camera rotates: Valorant uses 0.07 and CS2 uses 0.022. The difference is a factor of 3.18, so the same slider number makes you turn 3.18 times differently between the two games. The slider number lies — what matters is the cm/360.
What's a good cm/360 for Valorant or CS2?
Under 30 cm is high sensitivity: favors quick flicks and aggressive play, but punishes long-range precision. 35–45 cm is the balance between speed and control. Above 45–55 cm is low sensitivity, better for AWP and patient shots. There's no "best" — it depends on your playstyle and how much desk space you have.