Methodology

How AimScale calculates FPS sensitivity.

AimScale is designed to give players a clean starting point when moving mouse sensitivity between FPS games. The calculator focuses on hip-fire turn distance, eDPI, and cm/360 rather than promising that every in-game aiming mode will feel identical.

This page explains the formulas, the source policy behind game constants, how confidence levels are assigned, and what should happen when a player reports a mismatch.

What The Calculator Covers

AimScale matches hip-fire cm/360. That means it estimates how many centimeters your mouse travels to rotate your view by 360 degrees in each game.

This calculator does not guarantee identical feel across games because FOV, ADS sensitivity, scoped sensitivity, mouse acceleration, resolution, and game engine behavior can affect aiming feel.

Core Terms

eDPI

eDPI is your mouse DPI multiplied by your in-game sensitivity. It is useful for comparing settings inside the same game, but it is not enough for cross-game conversion because different games can use different yaw values.

eDPI = DPI * sensitivity

cm/360

cm/360 is the physical mouse distance needed for a full 360-degree turn. It is often more useful than raw sensitivity when comparing settings across different games.

Yaw

Yaw describes how much your view rotates for a unit of in-game sensitivity and mouse movement. AimScale uses yaw values as constants in the conversion formula and treats those constants as reviewable data, not as free-form AI guesses.

Formula

The calculator first converts your current setting into inches/360, then converts that same turn distance into the target game's sensitivity scale.

inches/360 = 360 / (DPI * sensitivity * source yaw) cm/360 = inches/360 * 2.54 target sensitivity = 360 / (target DPI * target yaw * inches/360)

Limitations

  • ADS and scoped sensitivity may use separate multipliers.
  • Different FOV settings can change perceived aim feel.
  • Mouse acceleration, raw input settings, and operating system settings can affect consistency.
  • Game updates can change how settings behave, so constants should be reviewed over time.
  • The result is a practical baseline, not a final setting that every player should keep unchanged.

Parameter Confidence

AimScale separates reviewed hip-fire constants from experimental game support. Verified or reviewed values can appear in the main converter. Experimental values should stay de-emphasized until stronger source agreement is available.

GameStatusScopeReference
CS2 / CS:GO Verified Hip-fire baseline Valve command reference
Valorant Reviewed Hip-fire baseline, not ADS/scoped Conversion reference
Apex Legends Reviewed Hip-fire baseline, ADS/FOV separate Apex eDPI reference
Overwatch 2 Reviewed Hip-fire baseline, hero scopes separate Yaw-aware converter reference
Rainbow Six Siege Experimental Hip-fire baseline only Ubisoft ADS/FOV notes

The Finals is currently kept out of the primary homepage converter because the yaw baseline is not strong enough for first-round promotion pages.

Source Policy

Game sensitivity conversion depends on small constants, so AimScale treats those constants as maintained product data. A value should not be promoted just because it appears in one forum post or one unsourced converter.

StatusWhat it meansWhere it can appear
Verified The value is backed by official documentation, developer references, console variables, or strong public technical agreement. Main calculator, dedicated landing pages, examples, and internal guides.
Reviewed The value is consistent across credible converter references and manual sanity checks, but not fully documented by the game publisher. Main calculator and dedicated pages, with clear scope limits.
Experimental The value is plausible but has weaker source agreement, changing game behavior, or special settings that can affect interpretation. Only with visible caveats, or kept out of primary SEO pages until reviewed.

Review Process

When a game or converter page is added, the review work should be explicit enough that another maintainer can repeat it later.

  1. Identify the game setting being converted: hip-fire, ADS, scoped, controller, or a separate multiplier.
  2. Check whether the game exposes an official yaw value, console variable, or publisher note.
  3. Compare the value against at least one independent converter or technical reference when official documentation is not available.
  4. Run example conversions at 400, 800, and 1600 DPI and compare the resulting cm/360 against expected ranges.
  5. Mark the confidence level and write the limitation in plain language on the relevant page.
  6. Update the page's last reviewed date and sitemap `lastmod` when the content or source basis changes materially.

Worked Example

For a CS2 to Valorant conversion at 800 DPI and CS2 sensitivity 1.00, AimScale first calculates the CS2 physical turn distance using the source yaw value. It then solves for the Valorant sensitivity that keeps the same cm/360 at the target DPI.

source eDPI = 800 * 1.00 = 800 source cm/360 = 360 / (800 * 1.00 * source yaw) * 2.54 target sensitivity = 360 / (800 * target yaw * source inches/360)

The result is a hip-fire baseline. A player should still test ADS and scoped modes separately because those settings often use their own multipliers.

Quality Checks Before A Page Is Promoted

  • The page has one clear title, one H1, a canonical URL, and a matching sitemap entry.
  • The page explains the game scope, formula limit, and when a player should adjust manually.
  • Examples cover common DPI values instead of relying only on abstract formulas.
  • Related pages link back into the same topic cluster, such as eDPI, cm/360, DPI conversion, and pair converters.
  • Calculator controls are tested for invalid inputs, copy actions, and shareable URLs when the page includes an interactive tool.

How Constants Are Maintained

Each game constant should have a review status, source references, and a last reviewed date before it becomes part of a serious converter page. If a constant is uncertain, it should be marked experimental or kept out of SEO pages until reviewed.

To report a calculation issue, send the source game, target game, DPI, sensitivity, result shown, and the result you expected through the contact page.

Useful supporting pages include the mouse sensitivity converter matrix, FPS sensitivity conversion guide, eDPI calculator, and cm/360 calculator.

Last reviewed: June 4, 2026.