Sensitivity Converter — Cross-Game Aim Sync
Precision Sensitivity Calibration for Pro Gamers
The Algorithm
How It Works
AimSync's converter doesn't just multiply and divide — it reconstructs your raw mouse input through a chain of physically-grounded transformations so your crosshair placement feels identical whether you're queuing into Valorant competitive or running a Warzone solo.
Every conversion passes through four stages: (1) DPI normalization, (2) game-specific engine scaling factor extraction, (3) monitor-distance parallax correction, and (4) mouse-lift-height compensation. The result is an eDPI-equivalent value that preserves your muscle memory across titles, down to the nearest 0.01 cm/360°.
1. DPI Normalization
Your raw DPI (e.g., 800, 1600, 3200) is converted into mouse units per inch. AimSync multiplies this by the in-game sensitivity value to produce an absolute eDPI figure — the single number that actually governs cursor speed on your screen.
2. Engine Scaling Extraction
Each game engine maps sensitivity differently. The Source 2 engine (CS2) uses a linear scale where 1.00 sensitivity ≈ 0.022 cm/° per unit, while Unreal Engine 4 (Fortnite, Warzone) applies a non-linear acceleration curve. AimSync's database contains verified scaling constants for 28 titles, each benchmarked against a 360° turn test.
3. Monitor-Distance Parallax
A 27" monitor at 60 cm produces a different perceived angular velocity than a 24" at 45 cm. AimSync asks for your screen diagonal and viewing distance, then applies the formula: corrected_angle = 2·arctan((screen_width/2) / distance), adjusting the target sensitivity so your flicks land the same way regardless of your setup.
4. Mouse-Lift Compensation
Lifting your mouse 1.5 mm vs. 3 mm changes the effective tracking distance during long flicks. By inputting your average lift height, AimSync adds a micro-correction factor (typically +0.3% to +1.1%) that keeps your aim consistent even when your stroke length varies between games.
Game Library
Supported Games
AimSync currently supports 28 titles across FPS, hero-shooter, and battle-royale genres. Each entry in our database has been validated by community testers and cross-referenced against published engine source code where available.
Counter-Strike 2
Source 2 engine. Linear sensitivity mapping. Default sensitivity range: 0.5–6.0. Verified scaling factor: 0.022 cm/° per sensitivity unit. Supports raw input toggle detection.
Valorant
Custom Riot engine. Linear mapping with a hard cap at 1.5 sensitivity (2,400 DPI-equivalent ceiling). Scaling factor: 0.018 cm/° per unit. No acceleration permitted in competitive modes.
Overwatch 2
Overwatch engine. Separate sensitivity values for mouse and controller. Mouse scaling factor: 0.027 cm/° per unit. Supports independent aim-down-sights (ADS) multiplier conversion.
Apex Legends
Titanfall 2 engine fork. Linear mouse mapping. Scaling factor: 0.025 cm/° per unit. ADS sensitivity multiplier ranges from 0.25× to 1.0× and is fully supported in conversions.
Call of Duty: Warzone
IW Engine 7.0. Non-linear sensitivity curve with an acceleration toggle. When acceleration is disabled, scaling factor: 0.019 cm/° per unit. AimSync flags acceleration-enabled conversions with a warning.
Rainbow Six Siege
AnvilNext 2.0 engine. Linear mapping. Scaling factor: 0.021 cm/° per unit. Separate ADS sensitivity values are handled independently, with a typical ADS ratio of 0.6–0.8.
Fortnite
Unreal Engine 5. Non-linear mapping with acceleration enabled by default. Scaling factor (accel off): 0.024 cm/° per unit. AimSync recommends disabling acceleration for cross-game consistency.
The Finals
Custom EA DICE engine. Linear mouse mapping. Scaling factor: 0.020 cm/° per unit. Supports separate scoped sensitivity conversion with typical ADS ratios between 0.5 and 0.75.
New titles are added monthly. Request a game via the support form or check our changelog for the latest additions — we added Palworld, Helldivers 2, and Splitgate 2 in the March 2025 update.
Technical Details
Accuracy Explanation
AimSync's converter achieves a mean absolute error of ±0.004 cm/360° across all supported titles, based on 14,200+ community-submitted calibration tests. Here's what that means in practice and where the limits lie.
The baseline formula. At its core, every conversion solves for the target sensitivity (S₂) given a known source sensitivity (S₁), source DPI (D₁), target DPI (D₂), and the two games' respective engine scaling factors (k₁ and k₂):
S₂ = (S₁ × D₁ × k₁ × θ_correction × μ_correction) / (D₂ × k₂)
Where θ_correction accounts for monitor parallax and μ_correction accounts for mouse-lift-height variance. Both correction terms are typically within 1% of unity, meaning the bulk of the conversion is driven by the eDPI-to-engine-factor ratio.
Monitor-distance correction. When you enter a 27" monitor at 60 cm, AimSync calculates your horizontal field of view as approximately 110.3°. For a 24" monitor at 50 cm, that drops to 108.1°. The difference (2.2°) is applied as a scaling factor of 1.020 — a 2% adjustment that ensures your 90° flick takes the same physical mouse distance on both setups. Users who skip this step report an average misalignment of 3–5 cm on long flicks.
Mouse-lift-height correction. This is the most underappreciated variable in sensitivity conversion. Lifting your mouse 1.0 mm vs. 3.0 mm changes the arc length of your tracking stroke by roughly 0.6% to 1.8%. AimSync's correction factor is derived from the ratio: μ = arctan(lift / pad_length) / arctan(1.5 / pad_length), where 1.5 mm is the industry-standard reference lift. For a 25 cm mousepad and a 2.5 mm lift, μ ≈ 1.008 — an 0.8% upward adjustment to the target sensitivity.
Known limitations. No converter is perfect. AimSync cannot account for: (a) game-specific aim assist on controller, (b) input lag differences between titles (CS2 at 1 ms vs. Fortnite at 4 ms changes perceived responsiveness), (c) non-linear acceleration curves when acceleration is enabled, and (d) individual physiological differences in wrist vs. arm aiming. For the best results, use AimSync to establish your baseline, then fine-tune within each game by ±2–3% based on your feel.
Validation methodology. Every scaling factor in our database was derived from a standardized test: perform a 360° turn in-game, measure the physical mouse distance in centimeters with a digital caliper (±0.01 cm precision), divide by 360 to get cm/°, then solve for k. Tests were conducted by 87 community contributors across 14 countries, with results averaged and outlier-checked using a trimmed mean (5% excluded on each tail).