Sens Sheet

Method and sources

How the numbers are worked out

Every result on Sens Sheet is arithmetic on the numbers you enter and on the per-game scale in the table below. Nothing is estimated by AI and no number is fetched from anywhere else.

The one idea

A game turns your view by a fixed angle for each “count” your mouse sensor reports, multiplied by your sensitivity setting. That angle at sensitivity 1 is the game’s scale, in degrees per count. Your DPI is how many counts the sensor sends per inch of travel. So:

Game scales used

GameDegrees per countWhere the value comes from
Counter-Strike 20.022console value m_yaw, default 0.022
Team Fortress 20.022console value m_yaw, default 0.022
Apex Legends0.022Source-derived engine, same 0.022 default (player-measured)
Valorant0.07player-measured value, widely published
Overwatch 20.0066player-measured value, widely published
Other Source/Quake-style game0.022the common m_yaw default, 0.022

Source-engine games read the console value m_yaw, whose default is 0.022 (documented on the Valve Developer Community wiki). The Valorant and Overwatch 2 values are not published by their makers; they are the values players have measured and widely published. If a game changes its scale in an update, these numbers will be wrong until we update them, which is why every result links here. For any game not listed, choose Custom and enter its degrees per count.

Counter-Strike 2 and Team Fortress 2 are Valve’s, Apex Legends is Electronic Arts’, Valorant is Riot Games’ and Overwatch 2 is Blizzard Entertainment’s. Sens Sheet is not affiliated with, or endorsed by, any game publisher.

The 360 check

  1. Turn off mouse acceleration (Windows “Enhance pointer precision” and any in-game acceleration or smoothing).
  2. Put a ruler or tape measure along your pad. Aim at a sharp edge in the game.
  3. Slide the mouse slowly along the ruler until you have turned exactly once around and are on the same edge again. Read the distance.
  4. Compare it with the cm/360 Sens Sheet shows. Within a few millimetres is a match; a big difference means the game’s scale differs from the table, so use Custom.

Field of view and zoom

Horizontal FOV = 2·atan(tan(vertical FOV ÷ 2) × width ÷ height). A “4:3-based” FOV is the horizontal angle a 4:3 screen would show. Zoom match: a point a fraction p of the way from the screen centre to its edge sits at atan(p·tan(FOV÷2)); the zoomed turn rate that reaches it with the same hand movement is atan(p·tan(zoom÷2)) ÷ atan(p·tan(hip÷2)) times the hip-fire rate, and at 0% the ratio of the tangents.

Who runs this

Sens Sheet is built and run by WeldonPC.com. It does not run or sponsor competitions, teams, leagues or school programs, does not show players’ or teams’ settings, and has no betting of any kind.