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How to Find Your Perfect Sensitivity: A Repeatable Method

Stop copying pro settings. A structured method for finding a sensitivity that fits your desk, your grip and your game — using cm/360, a binary search, and two weeks of honest testing.

DODan OkaforCompetitive & Settings Editor· 8 min read·Updated · Reviewed by Marcus Reyes

The short answer

Find your sensitivity by working in cm/360 rather than in-game numbers, since only cm/360 is comparable across games. Start at 30 cm/360 for tactical shooters or 20 cm/360 for arena and movement shooters, then binary-search: if you consistently overshoot, add 20 percent more distance; if you run out of mousepad on wide flicks, remove 20 percent. Lock the value for at least a week before judging it, because the first three days of any change feel worse regardless of whether the change was correct.

Verified and last updated August 8, 2026.

Time needed
2 hr
Difficulty
Beginner
Read time
8 min

I spent my first two years in competitive shooters changing my sensitivity roughly every fortnight. I would watch a pro, copy their number, play badly for three days, decide it was wrong, and change again. What I was actually doing was resetting my muscle memory to zero twenty-six times a year.

The fix was not finding the magic number. It was having a method, and then leaving it alone long enough for the method to produce a result.

Key takeaways

    Step 1: Measure in cm/360, not in-game numbers

    A sensitivity of 0.5 in Valorant and 0.5 in CS2 are completely different speeds, because each engine multiplies your input by its own yaw constant. So "what sensitivity do you use" is an unanswerable question unless you both play the same game.

    cm/360 — how many centimetres of mouse movement it takes to spin exactly 360 degrees — is physical and therefore universal. It is the only number worth thinking in.

    Measure yours right now:

    1. Put a strip of tape on your mousepad at the left edge of your mouse.
    2. In-game, in a safe spot, sweep the mouse right in one continuous motion until your character has spun exactly one full turn — pick a wall detail as your reference point.
    3. Mark where the mouse ended up.
    4. Measure between the marks. That is your cm/360.

    Do it three times and average. If you cannot complete a full turn in one sweep, do a 180 and double it.

    Or skip the tape and use the sensitivity converter, which does the arithmetic from your DPI and in-game value directly.

    The maths, if you want it

    Each game has a yaw constant: the degrees rotated per mouse count at sensitivity 1. Valorant is 0.07, CS2 and Apex are 0.022, Overwatch 2 and Call of Duty are 0.0066. Counts for a 360 is 360 / (yaw x sensitivity), and cm/360 is counts / DPI x 2.54. Everything else on this page is applied common sense on top of those two lines.

    Step 2: Set DPI once and leave it

    DPI is a red herring. On any sensor made in the last five years, 400, 800 and 1600 DPI perform identically in blind testing. What matters is the product of DPI and in-game sensitivity.

    Set 800 DPI if you want the most common convention, which makes it easy to read other people's settings.

    Set 1600 DPI if your game has a coarse sensitivity slider and you want finer steps, or if you are on a very high-resolution display where pointer movement at 800 feels sluggish on the desktop.

    Set it in your mouse's onboard software — Logitech G Hub, Razer Synapse, Corsair iCUE — and disable any DPI-shift buttons so you cannot knock it mid-game. Then stop thinking about it. All future adjustment happens in the in-game slider.

    Also, right now, turn off acceleration everywhere:

    • Windows: Settings → Bluetooth & devices → Mouse → Additional mouse settings → Pointer Options → untick Enhance pointer precision.
    • Mouse software: any "acceleration" or "angle snapping" option → off.
    • In-game: Raw input on, mouse acceleration off.

    Acceleration means identical hand movements produce different results depending on speed. You cannot build muscle memory against a moving target.

    Step 3: Pick a starting point by genre

    Starting cm/360 by game type

    Adjust the starting point for your desk and your grip. If you have less than about 40 cm of free mousepad, take 20% off the starting value or you will physically run out of space. If you are a fingertip-grip player, you have less range of motion than a palm-grip player and should also start lower.

    Do not copy a specific professional. Their number is the product of their mousepad, their desk height, their chair, their grip, and a decade of accumulated habit. The genre baseline is a better starting point than any individual's setting.

    Step 4: Binary search with the overshoot test

    Now you converge. The whole method is one question, asked honestly after each session.

    Play a session and watch for two specific failures:

    Failure A — you consistently overshoot. You flick to a target and land past it, then correct back. Your micro-adjustments feel twitchy and you cannot hold a crosshair still on a strafing target. → Your sensitivity is too high. Increase cm/360 by 20%.

    Failure B — you run out of mousepad, or you cannot turn fast enough. You lift the mouse mid-flick to reset. Someone gets behind you and you cannot come round in time. Your wrist is at the edge of its comfortable range on a normal turn. → Your sensitivity is too low. Decrease cm/360 by 20%.

    If neither is happening consistently, you are in the right zone. Now change in 10% steps instead of 20%, and then in 5%.

    The 180 test

    A quick sanity check that catches most bad values. From a comfortable resting hand position, do a 180 in a single motion without lifting the mouse. If you cannot, you are too low. If your hand barely moves, you are too high. A correct sensitivity lets you 180 comfortably within your normal range of motion, with a little room spare.

    Use an aim trainer to get signal faster. Aim Lab and Kovaak's both give you a number instead of a feeling. Pick two scenarios — one flicking (Gridshot or similar), one tracking (a smooth pursuit scenario) — and run five minutes of each at every candidate value, at the same time of day. Write the scores down. Over a week the numbers separate clearly, and they are far more honest than "it felt better".

    A caveat worth stating: high sensitivity often produces better aim-trainer scores than it does match performance, because a trainer has no crosshair placement, no movement, and no consequences for an overshoot. Weight your real games more heavily.

    Step 5: Commit for a week before judging

    This is the step people skip, and skipping it is why they never converge.

    The first three days after any sensitivity change feel worse. Always. Your muscle memory is calibrated to the old value and every shot is fighting it. If you judge in that window you will conclude that every change is bad, revert, and stay permanently mediocre at whatever value you started with.

    Set a rule: seven days minimum before you touch it again. Put the date in your phone. If after seven days of regular play the overshoot test still points one way, make the next 20% step. If it does not, you are done — lock it in and go practise something that actually matters.

    Match it across your games. Once you have a cm/360 you trust, convert it into every other shooter you play. One consistent value across four games builds muscle memory four times as fast as four different values.

    What does not help

    What works

      What doesn't

        Scoped and ADS sensitivity

        One thing genuinely worth setting rather than leaving default: your zoomed sensitivity should be coefficient-matched so that the same hand movement moves the crosshair the same distance on screen at every zoom level.

        In most modern shooters this is a single option — Valorant and Apex both offer it directly, and CS2 players typically use zoom_sensitivity_ratio_mouse 1.0. Match it, and scoping stops being a separate skill you have to learn twice.

        Once your sensitivity is settled, the next thing limiting consistency is usually frame pacing rather than aim — an inconsistent frametime makes tracking feel unreliable in a way that looks exactly like a sensitivity problem. The stuttering guide covers how to check that properly, and the eDPI calculator is there if you need to compare notes with a teammate in the same game.

        Frequently asked questions

        What is a good cm/360 for FPS games?

        For tactical shooters like Valorant and CS2, most professionals sit between 25 and 45 cm per 360, with the densest cluster around 30 to 35. For faster arena and movement shooters like Apex or Overwatch, 18 to 30 cm is more typical because you need to turn quickly and track laterally. Anything under about 15 cm makes precise micro-adjustment genuinely difficult for most people, and anything over about 60 cm means you cannot turn to face someone behind you in one motion.

        Is 800 DPI better than 1600 DPI?

        For practical purposes they are equivalent on any modern sensor, and the choice matters far less than people argue. 800 DPI has slightly more headroom before you would ever hit a sensor's speed limits and it is the more common convention among professionals, which makes shared settings easier to interpret. 1600 gives finer granularity in games with coarse sensitivity sliders. Pick one, set it, and stop thinking about it — what actually matters is the resulting cm/360.

        What is eDPI and is it useful?

        eDPI is DPI multiplied by in-game sensitivity, and it exists so you can compare two players within the same game without caring how they split the number between hardware and software. It is useful for exactly that and useless across games, because each game has a different internal yaw constant. Comparing eDPI between Valorant and CS2 is meaningless; comparing cm/360 between them is exact. Use eDPI to talk to people playing your game, and cm/360 for everything else.

        Should I use the same sensitivity in every game?

        Matching cm/360 across the shooters you play regularly is one of the highest-value things you can do, because the muscle memory transfers directly instead of fighting itself. Use a converter to match your primary game's cm/360 in every other title. The exception is a game with a genuinely different demand — a slow tactical shooter and a fast movement shooter can justify different values — but even then, keep them within about 30 percent of each other.

        How long does it take to adjust to a new sensitivity?

        Roughly a week of regular play for the basics to feel natural, and two to three weeks before your peak accuracy returns. The first two or three days after any change feel worse regardless of whether the change was good, which is the trap: people change, feel bad, change again, and never accumulate muscle memory at any value. Set a date a week out and do not touch the setting before it.

        Do I need mouse acceleration off?

        Yes, and it is one of the few genuinely non-negotiable settings. Acceleration means the same physical movement produces a different in-game rotation depending on how fast you moved, which makes consistent muscle memory impossible by definition. Turn off Enhance Pointer Precision in Windows mouse settings, turn off any acceleration in your mouse software, and enable raw input in-game so the game reads the sensor directly.

        About the author

        DO
        Dan Okafor

        Competitive & Settings Editor

        Dan played CS:GO semi-professionally in a regional ESEA Main roster between 2017 and 2020, and has hit Radiant in VALORANT in three separate acts. He now spends most of his competitive energy on the unglamorous side of the game: input latency, sensitivity consistency and warm-up routines that actually transfer.

        ESEA Main roster (CS:GO), 2017–2020VALORANT Radiant, 3 acts2,400+ hours of tracked aim-training data
        All articles by Dan

        Found something wrong? Games patch and fixes go stale. If a step here no longer works, tell us at hello@spyld.com and we will retest it. Read how we test and our editorial policy.

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