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DayZ to Payday 3 Sensitivity Converter

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

CONVERT FROM
DYZ

DayZ

Click to change
CONVERT TO
PD3

Payday 3

Click to change
Target Sensitivity
0.8417
Distance / 360° 205.75 cm
Imperial / 360° 81.00 in
Effective DPI (eDPI) 673
Estimated Pad Fit: XL Tournament Pad (>=45cm) 40.8 cm / 360°
25cm (M) 35cm (L) 45cm (XL) 90cm+ (Deskmat)

Payday 3 (Unreal Engine 4)

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When porting your aim from DayZ to Payday 3, direct 1:1 number copying fails because of differences between the Enfusion and Unreal Engine 4 camera rotation pipelines. DayZ operates at an angular yaw multiplier of 0.005555 per mouse count, whereas Payday 3 registers 0.0066 per tick.

Mathematical Conversion Ratio: To maintain an identical physical mousepad distance for 360° rotational clearing, multiply your current DayZ sensitivity by exactly 0.8417.

Console Command In-game Menu Slider
Config Location %LOCALAPPDATA%\PAYDAY3\Saved\Config\WindowsClient\GameUserSettings.ini
Engine Yaw Math 0.005555 ➔ 0.006600 [EMPIRICAL]
Conversion Formula Sens × 0.8417

💡 Optimization Notes for Payday 3:

Standard Unreal shooter multiplier curves across hipfire and scoped weapon handling.

Related Conversions:

DPI Conversion Matrix

Mouse DPI Target Game Sens cm / 360° Feel Bracket
400 DPI0.8417411.5 cmUltra-Low (Full Arm)
800 DPI0.8417205.8 cmUltra-Low (Full Arm)
1200 DPI0.8417137.2 cmUltra-Low (Full Arm)
1600 DPI0.8417102.9 cmUltra-Low (Full Arm)
3200 DPI0.841751.4 cmUltra-Low (Full 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.