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

GameYawConfidenceNote
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

  1. Every formula gets a hand-calculation test case (e.g., CS2 2.0 @ 800 DPI = 26.0 cm/360) that must pass before deploy.
  2. Example tables on tool pages are generated from the same functions the live tool uses.
  3. 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.