Mouse sensitivity and DPI·CS:GO to Quake sensitivity
CS:GO to Quake sensitivity
Unchanged — same engine family
Multiplier back Unchanged — same engine family
Game constant (yaw) 0.022 → 0.022

CS:GO sensitivity in Quake — the number does not change

A sensitivity from CS:GO can be typed straight into Quake Live. Both games carry the same constant, 0.022, so the same number turns the same distance. The table below sets the two sensitivities side by side at 800 DPI for each target cm/360°.

Game
CS:GO → Quake Live
Game constant (yaw) · CS:GO
0.022
Game constant (yaw) · Quake
0.022
Multiplier
Unchanged — same engine family
Multiplier back
Unchanged — same engine family
DPI
800
Target cm/360° · 30 cm
CS:GO 1.732 · Quake 1.732
eDPI
CS:GO 1385 · Quake 1385

The table below is written at 800 DPI. The multiplier itself does not depend on DPI — it drops out of the formula — so as long as you leave the mouse alone, the same multiplier works at any DPI.

At a glance

Target cm/360°InchesCS:GOQuake
20 cm7.872.5982.598
25 cm9.842.0782.078
30 cm11.811.7321.732
35 cm13.781.4841.484
40 cm15.751.2991.299
45 cm17.721.1551.155
50 cm19.691.0391.039
60 cm23.620.86590.8659

Unchanged — same engine family

The two games share the same constant, so you can type the sensitivity across unchanged and your hand travels the same distance. Saying that is more useful than printing a multiplier of 1. The value 0.022 comes from Quake, the Source engine inherited it, and every game built on that lineage speaks the same number.

Moving between games is one ratio of constants

Holding the distance means holding yaw × sensitivity, so sens_B = sens_A × yaw_A ÷ yaw_B. Notice that DPI drops out: as long as you leave the mouse alone, the multiplier has nothing to do with DPI. Convert A into B and then B back into A and you land on the original number, because the two multipliers are reciprocals. Six of the eight games here use 0.022, so among those six the multiplier is 1 and nothing changes.

eDPI is DPI multiplied by sensitivity

Within one game, equal eDPI means equal cm/360°. 800 DPI at sensitivity 1.0 and 1600 DPI at 0.5 are both eDPI 800, and your hand travels the same distance to the millimetre — that is all "double the DPI, halve the sensitivity" means. Put it through the formula and eDPI = 2.54 × 360 ÷ (yaw × cm), with DPI gone entirely: for a given target distance the eDPI is one number at every DPI. What eDPI cannot do is cross games. With a different yaw, the same eDPI turns a different distance.

What this leaves out

If mouse acceleration is on — Windows “enhance pointer precision” or an in-game equivalent — the distance you turn depends on how fast you move, and this table does not apply. A pointer speed away from the operating system default adds its own multiplier. Aim-down-sights and scope multipliers are separate settings and are not here: these are hipfire numbers. Games whose sensitivity is tied to field of view, such as Rainbow Six Siege, do not reduce to a single constant and are left out, and so are Fortnite, Call of Duty, Battlefield and PUBG, whose scaling could not be confirmed. Publishing an unverified constant would wreck the aim of whoever trusted it. Sliders also differ in minimum, maximum and step, so a computed value is not always one you can actually type in.

After a change, the hand has to relearn

Typing the number takes seconds; getting your hand to trust the new distance takes days. Run an aim drill first to see whether you overshoot or undershoot at the new setting, then try one row up or down from the table.

Open the aim trainer

The other direction

Nearby cells

From this game to the others

Sensitivity by DPI

→ Quake

Worth knowing

  • cm/360° = 2.54 × 360 ÷ (game constant × sensitivity × DPI). The constant is 0.022 for the Source family, 0.07 for VALORANT and 0.0066 for Overwatch.
  • eDPI = DPI × sensitivity. Inside one game, equal eDPI means equal distance — double the DPI and halve the sensitivity and nothing moves.
  • The multiplier between games is the ratio of the constants: sens_B = sens_A × yaw_A ÷ yaw_B. Convert back and the original number returns.
  • Every sensitivity here is solved backwards from a target cm/360°. Mouse acceleration, aim multipliers and the OS pointer speed are not included.

Common questions

Q. How do I carry a CS:GO sensitivity into Quake Live?

Type it in unchanged. Both games carry the constant 0.022, so the same number turns the same distance.

Q. What do I multiply by to go back?

There is nothing to undo — same family, same number on both sides.

Q. Does equal eDPI mean equal sensitivity in both games?

No. Turning 30 cm/360° at 800 DPI puts CS:GO at eDPI 1385 and Quake at 1385. These two match because the constant matches, but against a game with a different constant eDPI cannot be compared across games.