Why the same number feels different
A game's sensitivity number is a multiplier: how many degrees the view turns for each count the mouse reports. The base value, degrees per count at sensitivity 1, is called the yaw, and each game picks its own. 0.022° is the most common, but some games use 0.0066, 0.07 or other values.
So if two games both use sensitivity 2 but one has a yaw of 0.022 and the other 0.07, the second turns almost three times faster. Same number, completely different feel.
| Yaw | DPI | Sensitivity | Turn per count | Distance for 360° |
|---|---|---|---|---|
| 0.022 | 800 | 2 | 0.044° | about 25.98 cm |
| 0.07 | 800 | 2 | 0.14° | about 8.16 cm |
| 0.07 | 800 | 0.629 | about 0.044° | about 25.98 cm |
The third row is the matched result: entering 0.629 in the 0.07 game gives the same turn distance as the first row.
Method 1: match the distance for a full turn
The most common and direct method is to make the mouse distance for one full turn, cm/360, the same in both games. The formula is:
cm/360 = 360 × 2.54 ÷ (yaw × sensitivity × DPI)
With the same DPI, you only need yaw × sensitivity to be equal: new sensitivity = old sensitivity × old yaw ÷ new yaw. In the example, 2 × 0.022 ÷ 0.07 ≈ 0.629.
- Find the yaw for both games. Communities and third-party converters often list them; if you cannot find one, measure it as below.
- Calculate the new sensitivity with the formula.
- Test in the new game: mark your cm/360 distance on the pad with a ruler, start from an obvious landmark, move the mouse slowly across the distance and see whether the view returns exactly to where it started.
- If it is clearly off, adjust sensitivity until it returns. Move slowly to avoid any acceleration effect.
Field of view changes the feel
Even with matched cm/360, a game may still feel faster or slower. The usual reason is a different field of view (FOV), the angle visible from the left of the screen to the right. With a wider FOV, the same screen distance covers more degrees, so the crosshair seems to cross the screen more slowly; with a narrower FOV it seems faster.
| Same cm/360 | Game with wider FOV | Game with narrower FOV |
|---|---|---|
| On screen | Crosshair looks slower | Crosshair looks faster |
| Large turns | Feel the same | Feel the same |
| Small aiming on screen | More hand distance for the same pixels | Less hand distance for the same pixels |
Also check how FOV is written. Some games use horizontal FOV, some vertical, and some calculate it for a 4:3 picture. Two games that both say "90" may show different amounts. Find out which each game uses before comparing.
Method 2: match distance on screen
Another approach matches not the full turn but the hand distance needed to aim from the centre of the screen to a certain point on it. This is monitor distance matching, usually described by a percentage: 0% matches tiny movements near the crosshair, 100% matches moving from the centre to the screen edge, and 56.25% and 75% are common choices in between.
With the same FOV both methods give the same result; with different FOVs they give different sensitivities. Neither is settled as better:
- cm/360: large turns, such as turning to a sound behind you, are identical across games. Easiest to understand and to measure.
- Monitor distance matching: aiming within the screen feels more similar, especially with zoom or large FOV differences, but large turns differ.
- Suggestion: start with cm/360 and play for a week or two. If on-screen aiming always feels fast or slow, then try monitor distance matching.
Zoomed sensitivity
Zooming in narrows the FOV, so with unchanged sensitivity the view feels very fast. Most games therefore have a separate zoom sensitivity or a zoom multiplier. The same logic applies: either match on-screen distance between zoomed and unzoomed, or use the game default until your hip-fire sensitivity is settled, then tune it.
Questions
Matched, but it still does not feel identical. Is that normal?
Yes. FOV, game pace, movement speed and target size all affect feel. Matching only makes hand distance consistent; the rest takes a few days to adjust to.
What if I cannot find a game's yaw?
Measure it. Move the mouse slowly through one full turn in the game, measure how many centimetres your hand travelled with a ruler, repeat three times and average. That is the game's cm/360 at your current settings; adjust from there.
How does this site's sensitivity match a game?
This site uses a yaw of 0.022 and shows cm/360 on the Settings page. Work out or measure your game's cm/360, then enter the matching sensitivity here. See Mouse sensitivity.
Once matched, use Dynamic flicking to check whether big turns and stops feel close to your game.
Open Dynamic flicking