SensConverter

Why yaw matters when converting sensitivity

Yaw is the hidden number that makes every sensitivity converter tick. This is what it means, the yaw values for common FPS, why ignoring it scales your cm/360° by over 3× between Valorant and CS2, and how Sens Converter handles engines that add extra scaling on top.

Yaw is the number of degrees your in-game view rotates per mouse count at sens 1.0. Valorant uses 0.07, CS2 uses 0.022, Overwatch 2 uses 0.0066. Those three values alone explain why a sens that feels perfect in Valorant feels wildly off the moment you open CS2 with the same number in the box.

What exactly is a yaw value

Every FPS engine stores a conversion constant between raw mouse input and view rotation. That constant is the yaw. A Source-engine game like CS2 is built around 0.022°/count; Valorant's Unreal build uses 0.07°/count — roughly 3.2× bigger per count. Same mouse motion, very different screen rotation.

Yaw values for common FPS

  • Valorant: 0.07 (fast yaw, low sens numbers)
  • CS2 / CS:GO: 0.022 (slow yaw, higher sens numbers)
  • Apex Legends: 0.022 (matches CS2 by design)
  • Overwatch 2: 0.0066 (very slow yaw, highest sens numbers in mainstream FPS)
  • Call of Duty (Warzone, MW3, BO6): uses ADS multipliers and FOV-based scaling on top of a base yaw
  • Rainbow Six Siege: aspect-ratio scaling is baked into the effective yaw

How yaw breaks naive conversion

If you 'just keep the same sens number' when switching games, your cm/360° scales by the yaw ratio. Going from Valorant (0.07) to CS2 (0.022) at the same sens makes you about 3.18× faster on the pad. A 30 cm/360° flick becomes a 9.4 cm wrist twitch — and your aim is gone.

Worked example

You play Valorant at 0.35 sens on 800 DPI — that is 40.8 cm/360°. Stuffing 0.35 into CS2 without conversion gives you 13.0 cm/360° (3.18× faster). To keep 40.8 cm/360° in CS2 you need sens 1.11. Sens Converter does this yaw-aware math on every result, so you only ever copy a number that preserves your hand motion.

When yaw alone is not enough

Some games add their own multipliers on top of yaw. Call of Duty uses per-weapon ADS multipliers and FOV-based scaling; Rainbow Six Siege has aspect-ratio scaling; Destiny 2 applies zoom multipliers at ADS. Sens Converter folds those extras in per game, so the yaw table is the foundation and the per-game rules are the corrections layered on top.

How Sens Converter handles it

Sens Converter keeps a per-game yaw table verified against authoritative engine sources and community measurements. When you convert, it solves for the target sensitivity that yields the same cm/360° as your source — taking both games' yaw, your DPI, and any per-game multipliers into account — so your hand motion survives the jump intact.