Marvel Rivals to Apex Legends Sensitivity Converter
Marvel Rivals yaw 0.0175 converts to Apex Legends yaw 0.022 with multiplier 0.79545455. At 800 DPI and source sensitivity 0.4, destination sensitivity is 0.31818182 and travel is 163.286 cm/360. Hip-fire only.
Marvel Rivals to Apex Legends 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
Marvel Rivals yaw 0.0175 converts to Apex Legends yaw 0.022 with multiplier 0.79545455. At 800 DPI and source sensitivity 0.4, destination sensitivity is 0.31818182 and travel is 163.286 cm/360. Hip-fire only.
How to use the Marvel Rivals to Apex Legends Sensitivity Converter
- Check From game: marvel-rivals.
- Check To game: apex-legends.
- Check In-game sensitivity: 0.4.
- Check Mouse DPI: 800.
- Review the Marvel Rivals to Apex Legends 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
Marvel Rivals to Apex Legends Sensitivity Converter: From game = marvel-rivals; To game = apex-legends; In-game sensitivity = 0.4; Mouse DPI = 800. Marvel Rivals yaw 0.0175 converts to Apex Legends yaw 0.022 with multiplier 0.79545455. At 800 DPI and source sensitivity 0.4, destination sensitivity is 0.31818182 and travel is 163.286 cm/360. Hip-fire only.
Inputs
- From gameMarvel Rivals
- To gameApex Legends
- In-game sensitivity0.4
- Mouse DPI800
Result
- Converted in-game sensitivity0.32
- Distance per 360° (cm)163.29
Marvel Rivals → Apex Legends at 800 DPI
| Marvel Rivals sensitivity | Apex Legends sensitivity | cm/360 |
|---|---|---|
| 0.1 | 0.07954545 | 653.1429 |
| 0.2 | 0.15909091 | 326.5714 |
| 0.3 | 0.23863636 | 217.7143 |
| 0.4 | 0.31818182 | 163.2857 |
| 0.5 | 0.39772727 | 130.6286 |
| 1 | 0.79545455 | 65.3143 |
| 2 | 1.59090909 | 32.6571 |
| 5 | 3.97727273 | 13.0629 |
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 0.0175 ÷ destination yaw 0.022 gives multiplier 0.7954545454545455.
0.31818182 at the same DPI.
At 800 DPI, 163.286 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.