🌐

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
VAL

Valorant

Click to change
Target Sensitivity
0.6286
Distance / 360° 25.98 cm
Imperial / 360° 10.23 in
Effective DPI (eDPI) 503
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 Valorant

Technical Breakdown

When porting your aim from Deadlock to Valorant, direct 1:1 number copying fails because of differences between the Source 2 and Unreal Engine 4 camera rotation pipelines. Deadlock operates at an angular yaw multiplier of 0.044 per mouse count, whereas Valorant registers 0.07 per tick.

Mathematical Conversion Ratio: To maintain an identical physical mousepad distance for 360° rotational clearing, multiply your current Deadlock sensitivity by exactly 0.6286.

Valorant Console Command In-game Settings Slider
Valorant Configuration File %LOCALAPPDATA%\VALORANT\Saved\Config
Input Precision Limit 3 decimal places

💡 Optimization Notes for Valorant:

Valorant caps sensitivity input to 3 decimal places in the UI. Riot Vanguard overrides local config edits.

DPI Conversion Matrix

Mouse DPI Target Game Sens cm / 360° Feel Bracket
400 DPI0.628652.0 cmUltra-Low (Full Arm)
800 DPI0.628626.0 cmMedium (Arm/Wrist)
1200 DPI0.628617.3 cmHigh (Wrist / Speed)
1600 DPI0.628613.0 cmHigh (Wrist / Speed)
3200 DPI0.62866.5 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.