Convert your CS2 sensitivity to another shooter — or another game's sensitivity to CS2 — and see the same numbers the trainer uses: cm/360 and eDPI. Conversion only needs each game's yaw value: sens_to = sens_from × yaw_from ÷ yaw_to.
cm/360 is the mouse travel needed for one full 360° turn: cm/360 = 2.54 × 360 ÷ (DPI × sensitivity × yaw). With yaw 0.022 (Valve's m_yaw), 800 DPI and sensitivity 1.00 that is 51.95 cm — about 52.0 cm, which is what the trainer displays. eDPI ignores yaw entirely: eDPI = DPI × sensitivity, so 800 × 1.00 = 800. Two players with the same eDPI in the same game feel the same sensitivity; across games you need the yaw conversion above.
| Game | Yaw | Source |
|---|---|---|
| CS2 / Counter-Strike (and Quake / Source) | 0.022 | Valve m_yaw |
| Valorant | 0.07 | Riot's sensitivity scale |
| Apex Legends | 0.022 | Source engine m_yaw |
| Overwatch 2 | 0.0066 | Overwatch's in-game scale |
| Rainbow Six Siege | 0.005729 | Siege's in-game scale |
| Fortnite | 0.5555 | Unreal Engine scale |
Practical check: CS2 1.00 at 800 DPI → Valorant 0.314 (0.022 ÷ 0.07), 51.95 cm/360, eDPI 800. Every value is rounded for display only.
Is the conversion exact? It is exact for yaw-based titles that use a constant degrees-per-count value. Games that change their scale with FOV, or apply separate scoped/ADS multipliers, need their own in-game adjustment — the base hipfire conversion here stays correct.
Does the aim trainer need my converted sens? No. Aim Trainer runs the CS2 formula (yaw 0.022), so it takes your CS2 sensitivity directly — that is why the button above hands over the CS2-equivalent value.
Which sensitivity should I train with? The one you actually play with. Training with a different sens from your real setup trains the wrong muscle memory.