Convert sensitivity between two linear mouse configurations using DPI and verified yaw coefficients, matching modeled horizontal turn distance.
Mouse Sensitivity Formula and Method
Destination sensitivity = (source DPI × source sensitivity × source yaw) ÷ (destination DPI × destination yaw). This equates degrees of horizontal turn per physical inch. The matching distance is cm/360 = 914.4 ÷ (source DPI × source sensitivity × source yaw).
Enter both mouse resolutions and both yaw coefficients, plus the source sensitivity. The conversion equates the angular turn per physical inch in the two configurations and solves for destination sensitivity. Doubling destination DPI with unchanged yaw halves the required destination sensitivity.
How to Use This Calculator
Enter the source DPI, sensitivity and yaw, then destination DPI and yaw. Yaw is degrees of horizontal rotation per raw mouse count at sensitivity 1. Use verified coefficients and a linear input path with acceleration and extra scaling absent; review cm/360 and the expandable calculation details.
Worked Example
With the illustrative table inputs, 800 × 1 × 0.022 ÷ (1600 × 0.022) = 0.5. Both configurations give about 51.9545 cm per full horizontal turn. Valve Source SDK uses 0.022 as its default m_yaw; this is an implementation example, not a universal game preset.
Input and Example Guide
| Input or category | Example or weight | Entry guidance |
|---|---|---|
| Source mouse resolution (dots/inch) | 800 | Use the stated unit; retain available precision. |
| Source sensitivity (unitless) | 1 | Use the stated unit; retain available precision. |
| Source yaw (degrees/count at sensitivity 1) | 0.022 | Use the stated unit; retain available precision. |
| Destination resolution (dots/inch) | 1600 | Use the stated unit; retain available precision. |
| Destination yaw (degrees/count at sensitivity 1) | 0.022 | Use the stated unit; retain available precision. |
Interpreting the Result
This preserves the modeled distance for a full horizontal turn. It does not preserve apparent movement across a monitor when field of view or zoom changes. Coefficients must come from the actual games or configuration documentation; the converter does not infer undocumented game presets from their names.
Supply verified source and destination yaw coefficients. Matching cm/360 does not match perceived speed at different FOVs, zoom levels or acceleration settings.
Assumptions and Common Input Errors
All five inputs must be positive finite values. Blank or zero sensitivity, DPI or yaw cannot define a finite full-turn distance. The calculation assumes each count is scaled linearly by sensitivity and yaw; acceleration, game-specific zoom multipliers, input-path scaling and hardware DPI variation can invalidate that assumption.
Saving and Revising a Scenario
A successful calculation is saved in this browser and can be restored with a saved-result label. Editing an input keeps that answer visibly marked as stale until Calculate is selected again. Reset clears this calculator’s saved values and result and returns empty inputs. Other scripts on this site may access values saved in this browser.
Sources
Valve Software, Source SDK 2013 mouse input implementation, reviewed 2026. ScaleMouse applies sensitivity and ApplyMouse applies m_yaw; acceleration and alternate scaling paths are documented in the same source.
