General / Mouse

Game Sensitivity Converter: DPI, Yaw and cm/360

Convert sensitivity between console-yaw presets or custom yaw values. See centimetres and inches per full turn and compensate for a DPI change.

Game Sensitivity Converter: DPI, Yaw and cm/360: Preserves the product of yaw, sensitivity and DPI, so the same physical mouse travel produces a full turn. Built-in presets use m_yaw console variables; no community reverse-engineered game factors are supplied. Raw input and no acceleration are assumed. Runs 100% locally in your browser with zero server file uploads.

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Game sensitivity converterLocal processing

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Match physical mouse travel for a full turn. Use raw input with acceleration disabled; this does not match scoped aim, field of view or on-screen cursor movement.

Current setup

Default m_yaw: 0.022

Target setup

Default m_yaw: 0.022

To change DPI in the same game, select the same game on both sides.

Target sensitivity1.00000
Centimetres per full turn51.95 cm/360
Inches per full turn20.45 inches/360
Formula and custom yaw

cm/360 = 360 ÷ (yaw × sensitivity × DPI) × 2.54

Target sensitivity = current sensitivity × source yaw ÷ target yaw × current DPI ÷ target DPI.

Built-in games use an engine console variable. For other games, or a changed m_yaw, choose Custom yaw and enter a value you trust. Community reverse-engineered values are not supplied.

Source engine console variable

Valve's Source SDK 2013 declares m_yaw with default 0.022 in src/game/client/in_mouse.cpp, line 88. This is the Team Fortress 2 source and the engine reference for the Counter-Strike 2 preset. Accessed 2026-10-04: https://raw.githubusercontent.com/ValveSoftware/source-sdk-2013/master/src/game/client/in_mouse.cpp

Counter-Strike 2 keeps the Source engine's m_yaw default of 0.022. To confirm in your own game, type m_yaw in the developer console; it prints the current value.

Quake console variable

id Software's original Quake source declares m_yaw with default 0.022. Accessed 2026-10-04: https://raw.githubusercontent.com/id-Software/Quake/master/WinQuake/cl_main.c

Rotation distance and units

cm/360 = 360 ÷ (yaw × sensitivity × DPI) × 2.54. The full turn is 360 degrees by definition. NIST Handbook 44 (2009), Appendix C, defines one inch as exactly 2.54 cm. Accessed 2026-10-04: https://www.nist.gov/system/files/documents/2017/05/09/HB44-09-Combined.pdf . Target sensitivity multiplies source sensitivity by source yaw / target yaw and source DPI / target DPI.

How to use it

  1. Choose the current game or enter a custom yaw, then enter DPI and sensitivity.
  2. Choose the target game or yaw and the target DPI.
  3. Read the target sensitivity and physical distance per full turn.

Privacy & limitations

The converter runs entirely in your browser and does not read or change your game settings.

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Frequently asked questions

Why do the presets give the same sensitivity at the same DPI?

Their documented default m_yaw values match. Custom yaw supports other engine factors or a console value you have changed.

Why is my game missing?

Built-in numbers are limited to cited engine console variables. For a game with community-derived values, enter a custom yaw you trust.

Does this match scoped aim?

No. Field of view, zoom multipliers, mouse acceleration and operating-system pointer scaling can change perceived or actual behaviour. This calculation matches raw horizontal rotation distance.

Where do the preset yaw values come from?

Team Fortress 2 uses the m_yaw default declared in Valve's Source SDK 2013; Quake's default is declared in id Software's original source. Counter-Strike 2 keeps the Source engine's m_yaw default of 0.022. To confirm in your own game, type m_yaw in the developer console; it prints the current value.

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