跳至主要内容
Redmoon Converters
🎮 游戏与直播

鼠标灵敏度换算器(Valorant、CS2、Apex、Fortnite)

在不同游戏间保持一致的肌肉记忆。在相同DPI下换算Valorant、CS2、Apex、Overwatch、Fortnite、彩虹六号等游戏之间的鼠标灵敏度,并输出cm/360数值。

两侧 DPI 需保持一致——如有需要请在驱动中修改。
填入你在源游戏设置中使用的数值。
匹配灵敏度: 目标
cm/360: · in/360: · eDPI:
游戏 灵敏度 cm/360 in/360
计算原理

每款游戏都有一个偏航常数——即灵敏度为 1.0 时每计数转动的角度。cm/360 = 360 ÷ (DPI × 灵敏度 × 偏航常数) × 2.54。要匹配手感,需求解目标灵敏度使 cm/360 保持不变:目标灵敏度 = (源灵敏度 × 源偏航常数) ÷ 目标偏航常数。

所用偏航值(灵敏度为 1 时的度数/计数):Valorant 0.07,CS2/CS:GO/Source 0.022,Apex 0.022,Quake/Source 引擎 0.022,Overwatch 2 0.0066,COD Warzone 0.0066,PUBG 0.0066,Fortnite 0.5555(附带 0.005 缩放系数),R6 Siege 使用其独特的对数曲线——这些数值均为有据可查的社区平均值。

计算原理

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.

常见问题

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.

别名

valorant to cs2 sensitivitymouse sensitivity converteredpi calculatorcm/360 calculator

相关工具