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AimSensKit

Sensitivity converter

Translate a mouse setting with explicit DPI and angular coefficients, then verify the physical turn.

CONVERSION CONSOLELocal calculation / no account
01 / SOURCE

Degrees per mouse count per one entered sensitivity unit. Editable reference, not a measured default.
02 / TARGET

Fortnite preset uses degrees per count per percentage point. Enter 5 for 5%, not 0.05.

Matches horizontal hip-fire turn distance under linear input. ADS, scope and screen-distance matching are excluded.

TARGET SENSITIVITY

cm / 360°
Source setting
Source eDPIWithin-game context only
Target eDPIFortnite uses sensitivity ÷ 100

Physical-turn checkpoints

180°
90°

Reference coefficients are assumptions to verify against your current game and device. Rounded game settings can change the exact match. Not affiliated with Riot Games, Valve, EA, Respawn or Epic Games. All game names are descriptive; inputs stay in browser memory.

Source and target

Choose an existing sensitivity or a physical cm/360 starting point. Select source and target reference presets, then enter their actual DPI values. Review or replace both angular coefficients. Preset changes load a reference coefficient; they do not convert a leftover source number into another notation.

Conversion mode uses source sensitivity. Physical mode excludes that field and derives an implied source setting from the entered distance. Fortnite inputs are percentage points: 5 means 5%. Copy includes assumptions; clipboard denial supplies selectable text.

Preserve physical turn travel

Let Ds and Dt be source and target DPI, Ss source sensitivity, Ys and Yt angular coefficients in degrees per count per entered sensitivity unit. Target sensitivity St = Ds × Ss × Ys / (Dt × Yt). Physical cm/360 = 914.4 / (Ds × Ss × Ys), because 360 × 2.54 = 914.4.

Physical mode derives sensitivity S = 914.4 / (DPI × cm × Y). The model assumes linear horizontal hip-fire response. Source and target DPI can differ. It does not implement ADS, scopes, vertical matching, FOV or monitor-distance conversion.

Explicit assumptions

VALORANT: 0.07; CS2: 0.022; Apex Legends: 0.022; Fortnite: 1/180, approximately 0.005555556 per percentage point. Custom: editable numeric setting, initialized at 0.022. Coefficients are editable reference assumptions, not publisher-certified current defaults. Verify them against your game and device configuration.

The coefficient unit follows the entered sensitivity unit. A percentage-point coefficient is not a coefficient for a 0–1 fraction. Historical engine implementations illustrate angular multiplication, but do not certify this table for all current games.

Read within its convention

Ordinary numeric eDPI = DPI × sensitivity. For the Fortnite preset, eDPI = DPI × entered percentage points / 100. The physical formula already uses a coefficient per percentage point and does not apply that division again.

Different coefficients mean equal eDPI can imply different cm/360. Read source and target eDPI within their game conventions, not as universally comparable speed scores.

Equal or different DPI

VALORANT reference 0.35 at 800 DPI and coefficient 0.07 to CS2 reference coefficient 0.022 at 800 DPI gives 1.113636 target sensitivity and approximately 46.653 cm/360. At 1600 target DPI the setting becomes 0.556818, with the same physical turn distance.

The same source to Fortnite reference at 800 target DPI gives 4.41 percentage points. See the worked game examples and eDPI comparison.

Software and verification

DPI: whole numbers 1–100000. Sensitivity: 0.000001–100000. Coefficients: 0.000001–10. Physical cm/360: 0.01–100000, entered or derived. Both implied sensitivities must stay in range. Empty, non-finite and unsupported active inputs are rejected, hiding stale results and disabling Copy. These software bounds do not describe every game slider range.

Result sensitivity shows up to six decimals; physical summaries three, copied values more. Game rounding, actual count density, acceleration or changed settings can prevent an exact match. Verify the accepted value and a consistent physical horizontal turn. Fields stay in browser memory without upload or history.

Scope of references

Riot’s historical raw-input notes give processing context. Epic’s control-settings help explains the settings interface. Neither page publishes the reference coefficients in this calculator.

Not affiliated with Riot Games, Valve, EA, Respawn or Epic Games. Game names are descriptive. This is a settings worksheet, not a performance guarantee or personal recommendation.

Calculator questions

What does the sensitivity converter match?

The physical mouse travel for a horizontal 360-degree hip-fire turn under linear input, using the entered DPI, sensitivity and angular coefficients.

Are the game coefficients verified current defaults?

No. The presets are editable reference assumptions. Check your current game and configuration, then verify a physical horizontal turn.

Can I compare eDPI across different games?

Different angular scales and sensitivity conventions can make equal eDPI represent different turn distances. Read eDPI within its game context.

Are my inputs stored or uploaded?

No. Calculation fields remain in browser memory without uploads, calculation cookies or persistent history. Copy uses the device clipboard.

Does this convert ADS or scopes?

No. It matches horizontal hip-fire turn distance. Scope, ADS, vertical-axis, FOV and monitor-distance matching require separate definitions.

How do I enter Fortnite sensitivity?

Use percentage points: 5 means 5%. The reference coefficient is per entered percentage point. The eDPI display separately divides that setting by 100.

What happens when I change a preset?

The relevant reference coefficient and notation label change. Sensitivity is not automatically reinterpreted; review the source number before using the result.

Why might a result not match exactly in-game?

Game rounding, actual DPI, altered coefficients or nonlinear input can change physical response. Record the accepted target setting and verify under consistent conditions.