Counter-Strike 2 to Marvel Rivals Sensitivity Converter
Counter-Strike 2 yaw 0.022 converts to Marvel Rivals yaw 0.0175 with multiplier 1.25714286. At 800 DPI and source sensitivity 0.4, destination sensitivity is 0.50285714 and travel is 129.886 cm/360. Hip-fire only.
Counter-Strike 2 to Marvel Rivals Sensitivity Converter reference last updated · reference source
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Dated static reference; no live data is fetched. Verify current source values and assumptions before relying on results.
What this tool does
Counter-Strike 2 yaw 0.022 converts to Marvel Rivals yaw 0.0175 with multiplier 1.25714286. At 800 DPI and source sensitivity 0.4, destination sensitivity is 0.50285714 and travel is 129.886 cm/360. Hip-fire only.
How to use the Counter-Strike 2 to Marvel Rivals Sensitivity Converter
- Check From game: counter-strike-2.
- Check To game: marvel-rivals.
- Check In-game sensitivity: 0.4.
- Check Mouse DPI: 800.
- Review the Counter-Strike 2 to Marvel Rivals Sensitivity Converter result and its exact-value comparison table.
- Verify assumptions before applying the result.
Formula
converted sensitivity=source sensitivity×source yaw/destination yaw; cm/360=360×2.54/(DPI×sensitivity×source yaw)
- from
- From game
- to
- To game
- value
- In-game sensitivity
- dpi
- Mouse DPI
Hip-fire yaw constants, raw input and no acceleration. Fortnite sensitivity is entered as its 0–100 UI percentage. ADS, scopes and zoom are not matched.
Worked example
Counter-Strike 2 to Marvel Rivals Sensitivity Converter: From game = counter-strike-2; To game = marvel-rivals; In-game sensitivity = 0.4; Mouse DPI = 800. Counter-Strike 2 yaw 0.022 converts to Marvel Rivals yaw 0.0175 with multiplier 1.25714286. At 800 DPI and source sensitivity 0.4, destination sensitivity is 0.50285714 and travel is 129.886 cm/360. Hip-fire only.
Inputs
- From gameCounter-Strike 2
- To gameMarvel Rivals
- In-game sensitivity0.4
- Mouse DPI800
Result
- Converted in-game sensitivity0.5
- Distance per 360° (cm)129.89
Counter-Strike 2 → Marvel Rivals at 800 DPI
| Counter-Strike 2 sensitivity | Marvel Rivals sensitivity | cm/360 |
|---|---|---|
| 0.1 | 0.12571429 | 519.5455 |
| 0.2 | 0.25142857 | 259.7727 |
| 0.3 | 0.37714286 | 173.1818 |
| 0.4 | 0.50285714 | 129.8864 |
| 0.5 | 0.62857143 | 103.9091 |
| 1 | 1.25714286 | 51.9545 |
| 2 | 2.51428571 | 25.9773 |
| 5 | 6.28571429 | 10.3909 |
Results explained
- Converted in-game sensitivity
- Converted in-game sensitivity from the formula above. Hip-fire yaw constants, raw input and no acceleration. Fortnite sensitivity is entered as its 0–100 UI percentage. ADS, scopes and zoom are not matched.
- Distance per 360° (cm)
- Distance per 360° (cm) from the formula above. Hip-fire yaw constants, raw input and no acceleration. Fortnite sensitivity is entered as its 0–100 UI percentage. ADS, scopes and zoom are not matched.
Frequently asked questions
Source yaw 0.022 ÷ destination yaw 0.0175 gives multiplier 1.257142857142857.
0.50285714 at the same DPI.
At 800 DPI, 129.886 cm per full turn.
No. Hip-fire yaw matching does not preserve ADS, scoped or monitor-distance matching.
DPI cancels when it is unchanged; doubling DPI halves cm/360. Use raw input and disable acceleration for geometric matching.