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Borderlands 3 to Team Fortress 2 Sensitivity Converter

Exact Physical 360° Rotational Distance & Verified Scope Multipliers. Zero bloat, zero paywalls.

CONVERT FROM
BL3

Borderlands 3

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CONVERT TO
TF2

Team Fortress 2

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Target Sensitivity
0.3000
Distance / 360° 173.18 cm
Imperial / 360° 68.18 in
Effective DPI (eDPI) 240
Estimated Pad Fit: XL Tournament Pad (>=45cm) 40.8 cm / 360°
25cm (M) 35cm (L) 45cm (XL) 90cm+ (Deskmat)

Team Fortress 2 (Source)

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When porting your aim from Borderlands 3 to Team Fortress 2, direct 1:1 number copying fails because of differences between the Unreal Engine 4 and Source camera rotation pipelines. Borderlands 3 operates at an angular yaw multiplier of 0.0066 per mouse count, whereas Team Fortress 2 registers 0.022 per tick.

Mathematical Conversion Ratio: To maintain an identical physical mousepad distance for 360° rotational clearing, multiply your current Borderlands 3 sensitivity by exactly 0.3000.

Console Command sensitivity 0.3000
Config Location Steam\steamapps\common\Team Fortress 2\tf\cfg\config.cfg
Engine Yaw Math 0.006600 ➔ 0.022000 [EMPIRICAL]
Conversion Formula Sens × 0.3000

💡 Optimization Notes for Team Fortress 2:

The foundation of Source engine mouse physics. Matches CS2, Apex, and Quake 1:1.

Related Conversions:

DPI Conversion Matrix

Mouse DPI Target Game Sens cm / 360° Feel Bracket
400 DPI0.3000346.4 cmUltra-Low (Full Arm)
800 DPI0.3000173.2 cmUltra-Low (Full Arm)
1200 DPI0.3000115.5 cmUltra-Low (Full Arm)
1600 DPI0.300086.6 cmUltra-Low (Full Arm)
3200 DPI0.300043.3 cmTactical Low (Arm)

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Why doesn't sensitivity transfer 1:1 natively?

Each game engine defines its own angular displacement per mouse count (yaw). For example, Valorant uses Riot's calibrated standard of 0.07° per tick, while Source/Source 2 engines (CS2) default to m_yaw 0.022. AimSync bridges these differing rotational coefficients so your physical mouse displacement on the desk remains exactly identical.

Does FOV affect this conversion?

This calculator preserves hipfire 360° rotational distance, ensuring muscle memory for turning and clearing corners stays intact regardless of FOV.

Where do the raw yaw values come from?

Engine multipliers are extracted directly from official developer SDKs, engine source repositories (Valve Source/Source 2 m_yaw 0.022, Riot ShooterEngine 0.07), and verified community telemetry. Unverified proprietary titles feature the Raw Yaw Override input for direct empirical adjustment.