Publisher notes · reviewed 29 October 2026
Hipfire conversion is a yaw ratio, not a copied sensitivity number
Each FPS stores a yaw constant: degrees turned per mouse count at sensitivity 1. Matching turn speed is source sensitivity × (source yaw / destination yaw) × (source DPI / destination DPI). eDPI is sensitivity × DPI and is only comparable inside one yaw. cm/360 is the figure that should match across games.
Why CS2 to Valorant sens is about 0.314
CS2 and CS:GO use Source m_yaw 0.022. Valorant uses 0.07. 0.022 / 0.07 ≈ 0.314286. CS2 1.5 at 800 DPI is Valorant 0.47143 at 800 DPI, eDPI 1,200, about 34.6 cm per 360°. Pair pages lock one ratio so a search such as CS2 to Valorant sens lands on a worked example instead of a generic two-dropdown tool.
Apex hipfire uses the same 0.022 yaw as CS2, so Apex 1.0 matches CS2 1.0. Apex ADS optics are extra sliders. Overwatch 2 and modern Call of Duty hipfire use 0.0066. Fortnite uses 0.005555…. Rainbow Six Siege uses 0.00572958. Those constants are engine yaw, not a patch note.
Worked examples
Same cm/360, different numbers
Valorant 0.5 at 800 DPI is CS2 1.59091 at 800 DPI. Both are about 32.7 cm/360. The larger CS2 number is the smaller yaw, not a faster swipe.
Limits of this page
- ADS, zoom, relative aim, and scoped ratios are not converted.
- FOV and aspect-ratio differences can still make two matched cm/360 settings feel slightly unlike.