Mouse sensitivity and DPI·Quake to VALORANT sensitivity
Quake to VALORANT sensitivity
× 0.3143
Multiplier back × 3.182
Game constant (yaw) 0.022 → 0.07

Quake sensitivity in VALORANT — multiply by 0.3143

Multiply a Quake Live sensitivity by 0.3143 to turn the same distance in VALORANT. That is the ratio between the constants 0.022 and 0.07, and 3.182 takes you back. At 800 DPI, 30 cm/360° needs 1.732 in Quake and 0.5443 in VALORANT.

Game
Quake Live → VALORANT
Game constant (yaw) · Quake
0.022
Game constant (yaw) · VALORANT
0.07
Multiplier
× 0.3143
Multiplier back
× 3.182
DPI
800
Target cm/360° · 30 cm
Quake 1.732 · VALORANT 0.5443
eDPI
Quake 1385 · VALORANT 435

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°InchesQuakeVALORANT
20 cm7.872.5980.8164
25 cm9.842.0780.6531
30 cm11.811.7320.5443
35 cm13.781.4840.4665
40 cm15.751.2990.4082
45 cm17.721.1550.3629
50 cm19.691.0390.3266
60 cm23.620.86590.2721

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

→ VALORANT

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 Quake Live sensitivity into VALORANT?

Multiply it by 0.3143. That is the constant 0.022 divided by 0.07, and as long as you leave the mouse alone the multiplier is the same at any DPI.

Q. What do I multiply by to go back?

By 3.182. It is the reciprocal of 0.3143, so converting twice returns the original sensitivity.

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

No. Turning 30 cm/360° at 800 DPI puts Quake at eDPI 1385 and VALORANT at 435. Same distance, different numbers, which is why eDPI cannot be compared across games.