🌐

Match Your Aim Across Games

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

CONVERT FROM
CS2

Counter-Strike 2

Click to change
CONVERT TO
DYZ

DayZ

Click to change
Target Sensitivity
3.9604
Distance / 360° 51.95 cm
Imperial / 360° 20.45 in
Effective DPI (eDPI) 3168
Estimated Pad Fit: XL Tournament Pad (>=45cm) 40.8 cm / 360°
25cm (M) 35cm (L) 45cm (XL) 90cm+ (Deskmat)

Detailed Engine & Conversion Mechanics: Counter-Strike 2 to DayZ

Technical Breakdown

When porting your aim from Counter-Strike 2 to DayZ, direct 1:1 number copying fails because of differences between the Source 2 and Enfusion camera rotation pipelines. Counter-Strike 2 operates at an angular yaw multiplier of 0.022 per mouse count, whereas DayZ registers 0.005555 per tick.

Mathematical Conversion Ratio: To maintain an identical physical mousepad distance for 360° rotational clearing, multiply your current Counter-Strike 2 sensitivity by exactly 3.9604.

DayZ Console Command In-game Menu Slider
DayZ Configuration File %USERPROFILE%\Documents\DayZ\DayZ.cfg
Input Precision Limit Slider

💡 Optimization Notes for DayZ:

Bohemia Interactive's Enfusion engine uses simulated character momentum; set smoothing to 0 for raw input.

DPI Conversion Matrix

Mouse DPI Target Game Sens cm / 360° Feel Bracket
400 DPI3.9604103.9 cmUltra-Low (Full Arm)
800 DPI3.960452.0 cmUltra-Low (Full Arm)
1200 DPI3.960434.6 cmMedium (Arm/Wrist)
1600 DPI3.960426.0 cmMedium (Arm/Wrist)
3200 DPI3.960413.0 cmHigh (Wrist / Speed)

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.