Methodology & editorial policy
What follows is the exact maths and data provenance behind every SensForge calculator, written so you can verify, replicate, or challenge any number we publish.
Last updated: 07 Oct 2026
Core formulas
- cm/360 =
360 ÷ (sensitivity × DPI × yaw) × 2.54 - eDPI =
sensitivity × DPI - Sensitivity conversion (A → B) =
(sensA × DPI_A × yawA) ÷ (DPI_B × yawB) - Horizontal FOV from vertical =
2 × atan( tan(vFOV ÷ 2) × aspect ) - Monitor-match factor =
tan(hFOV₁ ÷ 2) ÷ tan(hFOV₂ ÷ 2) - Effective DPI (measured) =
mouse counts ÷ physical distance in inches
The yaw table below is what the converters actually load. Values come from the game's own documented constant where one exists, or from cross-referenced independent measurements otherwise.
Yaw values & provenance
| Game | Yaw | Confidence | Note |
|---|---|---|---|
| Valorant | 0.07 | confirmed | Widely corroborated constant |
| Counter-Strike 2 | 0.022 | confirmed | Valve's documented m_yaw default |
| Apex Legends | 0.022 | confirmed | Same Source-family constant as CS2 |
| Overwatch 2 | 0.0066 | confirmed | Confirmed incl. KovaaK Sensitivity Matcher |
| Fortnite | 0.005555 | confirmed | Widely corroborated (UE5) |
| Rainbow Six Siege | 0.00572958 | corroborated | KovaaK Sensitivity Matcher source |
| Call of Duty (Warzone / MW) | 0.0066 | corroborated | IW engine family, cross-checked |
| Marvel Rivals | 0.022 | corroborated | Cross-referenced community sources (UE5) |
| The Finals | 0.0066 | corroborated | Cross-referenced community sources (UE5) |
| Destiny 2 | 0.0066 | corroborated | Tiger engine family, cross-referenced |
| Halo Infinite | 0.0225 | corroborated | Via KovaaK preset yaw profiles |
| Deadlock | 0.022 | corroborated | Sources converge (Source 2 family) |
| Escape from Tarkov | 0.113636 | single-source | Single technical source, treat as a starting point |
Primary references consulted (accessed 07 Oct 2026): Valve's documented m_yaw default
for CS2/CS:GO; the DCPROSENS complete yaw reference table which cross-checks multiple independent
technical sources; and the MIT-licensed fps-sensitivity-formulas reference tables. Where sources
disagree we ship the best-corroborated value and label it, rather than silently picking one.
Known limits & cases we flag
- Scope sensitivity is separate. Conversions here match hipfire/turn feel. Games with per-scope multipliers (e.g., Rainbow Six Siege ADS scopes) need their scope sens tuned in-game.
- Some games are non-linear. Titles with acceleration curves or unusual pipelines (a few single-source entries) are marked lower-confidence and should be treated as starting points.
- Feel is personal. A mathematically matched conversion is the correct starting point, not a mandate; small deliberate deviations are normal.
- Sensor variance. DPI measurements carry up to ~3% sensor variance; test twice and average.
Testing & QA process
- Every formula gets a hand-calculation test case (e.g., CS2 2.0 @ 800 DPI = 26.0 cm/360) that must pass before deploy.
- Example tables on tool pages are generated from the same functions the live tool uses.
- Constants change only with a changelog entry and a source link.
AI use disclosure
Pages are drafted with tooling assistance and reviewed by the SensForge team before publishing; every formula, constant and claim is verified against the sources above. We do not publish unreviewed generated content, and no invented statistics appear on this site, anything we could not verify is labelled as a convention, an approximation or excluded.
Corrections policy
Found an error? Report it with a source. Confirmed corrections ship within a week, are listed in the changelog, and credit is given where the reporter wants it.