🌐

Match Your Aim Across Games

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

CONVERT FROM
DLK

Deadlock

Click to change
CONVERT TO
MRV

Marvel Rivals

Click to change
Target Sensitivity
6.6667
Distance / 360° 25.98 cm
Imperial / 360° 10.23 in
Effective DPI (eDPI) 5333
Estimated Pad Fit: XL Tournament Pad (>=45cm) 40.8 cm / 360°
25cm (M) 35cm (L) 45cm (XL) 90cm+ (Deskmat)

Detailed Engine & Conversion Mechanics: Deadlock to Marvel Rivals

Technical Breakdown

When porting your aim from Deadlock to Marvel Rivals, direct 1:1 number copying fails because of differences between the Source 2 and Unreal Engine 5 camera rotation pipelines. Deadlock operates at an angular yaw multiplier of 0.044 per mouse count, whereas Marvel Rivals registers 0.0066 per tick.

Mathematical Conversion Ratio: To maintain an identical physical mousepad distance for 360° rotational clearing, multiply your current Deadlock sensitivity by exactly 6.6667.

Marvel Rivals Console Command In-game Menu Slider
Marvel Rivals Configuration File %LOCALAPPDATA%\MarvelRivals\Saved\Config
Input Precision Limit 2 decimal places

💡 Optimization Notes for Marvel Rivals:

Hero shooter built on UE5 with linear 0.0066 yaw matching Overwatch 2 standard ratios.

DPI Conversion Matrix

Mouse DPI Target Game Sens cm / 360° Feel Bracket
400 DPI6.666752.0 cmUltra-Low (Full Arm)
800 DPI6.666726.0 cmMedium (Arm/Wrist)
1200 DPI6.666717.3 cmHigh (Wrist / Speed)
1600 DPI6.666713.0 cmHigh (Wrist / Speed)
3200 DPI6.66676.5 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.