Mouse sensitivity — Wiki
How far a mouse movement turns you, your cm/360, converting from another game, and what aiming and sprinting change.
How far your view turns for each step your mouse reports, worked out from the game's own config and the code that applies it. A step is one count: an 800 DPI mouse sends 800 counts an inch.
At the hip
You turn 0.0175° a count for each point of Mouse sensitivity. At the default of 5, that's 0.0875° a count.
Up and down turn exactly as fast as left and right.
Nothing smooths or accelerates the mouse. The engine's smoothing is off in the game's config, and the menu's Mouse acceleration options are greyed out: nothing in the game reads them.
Windows' pointer settings don't apply in game: Unreal Engine 4 reads the mouse's raw counts while the game holds the cursor, so "Enhance pointer precision" makes no difference.
The slider runs from 0 to 10 in steps of 0.01 (0.0002° a count). The console sets it too:
Settings.MouseSensitivity <value>.
Your cm/360
How far you move the mouse for a full turn:
| Mouse sensitivity | 400 DPI | 800 DPI | 1600 DPI |
|---|---|---|---|
| 1 | 130.6 cm | 65.3 cm | 32.7 cm |
| 1.5 | 87.1 cm | 43.5 cm | 21.8 cm |
| 2 | 65.3 cm | 32.7 cm | 16.3 cm |
| 2.5 | 52.3 cm | 26.1 cm | 13.1 cm |
| 3 | 43.5 cm | 21.8 cm | 10.9 cm |
| 4 | 32.7 cm | 16.3 cm | 8.2 cm |
| 5 | 26.1 cm | 13.1 cm | 6.5 cm |
| 6 | 21.8 cm | 10.9 cm | 5.4 cm |
| 8 | 16.3 cm | 8.2 cm | 4.1 cm |
| 10 | 13.1 cm | 6.5 cm | 3.3 cm |
And the other way round, the Mouse sensitivity for the cm/360 you want:
| cm/360 | 400 DPI | 800 DPI | 1600 DPI |
|---|---|---|---|
| 15 cm | 8.71 | 4.35 | 2.18 |
| 20 cm | 6.53 | 3.27 | 1.63 |
| 25 cm | 5.23 | 2.61 | 1.31 |
| 30 cm | 4.35 | 2.18 | 1.09 |
| 35 cm | 3.73 | 1.87 | 0.93 |
| 40 cm | 3.27 | 1.63 | 0.82 |
| 45 cm | 2.9 | 1.45 | 0.73 |
| 50 cm | 2.61 | 1.31 | 0.65 |
| 60 cm | 2.18 | 1.09 | 0.54 |
Any other: Mouse sensitivity = 360 × 2.54 ÷ (cm/360 × DPI × 0.0175).
From another game
At the same DPI, multiply your sensitivity in the other game. In each of these games the turn per count is proportional to the sensitivity, so this keeps your cm/360 exactly (at the hip).
| Your game | Its degrees a count at sensitivity 1 | Multiply by | Example |
|---|---|---|---|
| Counter-Strike 2 | 0.022 | 1.2571 | 1.5 → 1.89 |
| Valorant | 0.07 | 4 | 0.4 → 1.6 |
| Apex Legends | 0.022 | 1.2571 | 1.5 → 1.89 |
| Overwatch 2 | 0.0066 | 0.3771 | 2 → 0.75 |
Aiming down sights
Fully aimed, you turn at: your hip speed × ADS sensitivity × (the aimed field of view ÷ your FOV setting). The last part is Mouse sensitivity FOV scale (on by default); with it off, aiming changes the speed only by ADS sensitivity.
ADS sensitivity goes from 0 to 1 (default 1): aiming can only slow the mouse, never speed it up.
It changes as you raise the gun: ADS sensitivity blends in over the aim-in, and the FOV part follows the view as it zooms (which starts partway through).
The scoped rifles (Springfield and Kar 98k Sniper) always zoom to 23° whatever your FOV, so with FOV scale on they turn much slower. Separate scoped sensitivity (off by default) gives them their own: while scoped they use it instead of Mouse sensitivity, with ADS sensitivity and FOV scale still on top.
With ADS sensitivity at 1 and FOV scale on, fully aimed you turn at this share of your hip speed. The guns zoom in proportion to your FOV, so their share is the same at any FOV; the scoped rifles' isn't:
| Weapon | Aimed field of view | Mouse speed fully aimed |
|---|---|---|
| Grease Gun | 72% of your FOV (65° at FOV 90) | 72% |
| M1 Carbine | 67% of your FOV (60° at FOV 90) | 67% |
| Trench Gun | 67% of your FOV (60° at FOV 90) | 67% |
| BAR | 67% of your FOV (60° at FOV 90) | 67% |
| Thompson | 72% of your FOV (65° at FOV 90) | 72% |
| M1 Garand | 58% of your FOV (52° at FOV 90) | 58% |
| Springfield | 23° | 35% at FOV 65, 26% at 90, 22% at 105 |
| M1911 | 89% of your FOV (80° at FOV 90) | 89% |
| MP 28 | 67% of your FOV (60° at FOV 90) | 67% |
| Gewehr 43 | 67% of your FOV (60° at FOV 90) | 67% |
| MP 40 | 72% of your FOV (65° at FOV 90) | 72% |
| STG 44 | 67% of your FOV (60° at FOV 90) | 67% |
| Kar 98k | 58% of your FOV (52° at FOV 90) | 58% |
| Kar 98k Sniper | 23° | 35% at FOV 65, 26% at 90, 22% at 105 |
| Luger | 89% of your FOV (80° at FOV 90) | 89% |
While sprinting
With Head bob on (on by default), sprinting widens your view by 3°, and with FOV scale on the mouse turns faster with it: 3.3% faster at FOV 90, 4.6% at FOV 65.
With either turned off, the mouse turns the same sprinting or not.
How it's worked out
Each count is multiplied by the mouse axis's 0.07 (
DefaultInput.ini), by the player controller's 2.5 (InputYawScale,DefaultGame.ini), then by Mouse sensitivity ÷ 10: 0.07 × 2.5 ÷ 10 = 0.0175° per point of sensitivity.The game's code (
GetCalculatedSensitivity) adds ADS sensitivity, the scoped sensitivity and the FOV scale on top.Every aim option is on the Settings page; field of view and zoom are explained in Health and movement.