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Mausempfindlichkeits-Umrechner (Valorant, CS2, Apex, Fortnite)

Behalte dein Muskelgedächtnis über Spiele hinweg bei. Rechne die Mausempfindlichkeit zwischen Valorant, CS2, Apex, Overwatch, Fortnite, Rainbow Six und mehr bei gleicher DPI um, mit cm/360-Ausgabe.

Gleiche DPI auf beiden Seiten – bei Bedarf im Treiber ändern.
Der Wert, den du in den Einstellungen deines Ausgangsspiels hast.
Passende Sensitivity in Ziel
cm/360: · in/360: · eDPI:
Spiel Sensitivity cm/360 in/360
So funktioniert die Berechnung

Jedes Spiel hat eine Yaw-Konstante – die Grad-Drehung pro Maus-Count bei Sensitivity 1.0. cm/360 = 360 ÷ (DPI × Sens × Yaw) × 2.54. Um das gleiche Spielgefühl zu erhalten, wird die Ziel-Sensitivity so berechnet, dass cm/360 konstant bleibt: Ziel-Sens = (Quell-Sens × Quell-Yaw) ÷ Ziel-Yaw.

Verwendete Yaw-Werte (Grad/Count bei Sens 1): Valorant 0.07, CS2/CS:GO/Source 0.022, Apex 0.022, Quake/Source-Engine 0.022, Overwatch 2 0.0066, COD Warzone 0.0066, PUBG 0.0066, Fortnite 0.5555 (mit Skalierungsfaktor 0.005), R6 Siege nutzt eine eigene logarithmische Kurve – die Werte sind gut dokumentierte Community-Durchschnittswerte.

So funktioniert die Berechnung

Sensitivity is matched through each game's yaw constant, the number of degrees your view turns per mouse count at sensitivity 1.0. The conversion is target sens = (source sens × source yaw) ÷ target yaw, which holds your cm/360 constant across both games. That distance is calculated as 360 ÷ (DPI × sens × yaw) × 2.54, and shown next to in/360 and eDPI (DPI × sensitivity) so you can compare against figures other players quote.

Only three things change the converted number: the two game dropdowns and your source sensitivity. DPI affects the distance readouts but never the target sensitivity itself. The defaults are Valorant to Counter-Strike 2 at 800 DPI and 0.4 sens. The yaw values used are Valorant 0.07, CS2, CS:GO, Apex Legends and Quake/Source 0.022, Overwatch 2, Call of Duty: Warzone and PUBG 0.0066, Rainbow Six Siege 0.02272, and Fortnite 0.5555 × 0.005.

This is a 360-distance match and nothing more. Aim-down-sights and scope multipliers, per-weapon sensitivity, differing fields of view, in-game acceleration and Windows pointer speed all sit outside the model, so a matched hipfire feel does not guarantee a matched scoped feel. Rainbow Six Siege in particular uses its own curve that a single constant only approximates, and the yaw figures are well-documented community values rather than published engine numbers.

FAQ

What is my Valorant sensitivity in CS2?

Multiply it by roughly 3.18, which is Valorant's 0.07 yaw divided by CS2's 0.022. The default 0.4 in Valorant therefore becomes 1.2727 in CS2. The same conversion applies to Apex Legends and Quake, since they share that 0.022 constant.

What is cm/360 and what counts as a good value?

It is the desk distance your mouse travels to turn a full circle, worked out as 360 ÷ (DPI × sens × yaw) × 2.54. Lower means faster. The default setup, Valorant at 0.4 and 800 DPI, comes to 40.82 cm, with in/360 displayed beside it.

Does changing my DPI change the converted sensitivity?

No. The conversion depends only on the two yaw constants and your source sensitivity, so the target figure is identical at 400 or 3200 DPI. DPI does change cm/360, in/360 and eDPI, and the help text assumes you run the same DPI in both games.

Why do Apex Legends and CS2 show the same sensitivity?

They share the same 0.022 yaw constant in this tool, alongside CS:GO and the Quake/Source group, so converting between any of them is a straight 1:1 mapping. Overwatch 2, Warzone and PUBG likewise share 0.0066 and convert 1:1 with one another.

Is the Rainbow Six Siege conversion exact?

No. Siege applies its own curve, and the tool approximates it with a single 0.02272 yaw constant. Expect the result to be close but worth fine-tuning in game; the tool's own notes flag Siege as a special case for exactly this reason.

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valorant to cs2 sensitivitymouse sensitivity converteredpi calculatorcm/360 calculator

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