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Doom Eternal to Apex Legends Sensitivity Converter

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

CONVERT FROM
DME

Doom Eternal

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CONVERT TO
APX

Apex Legends

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Target Sensitivity
1.0000
Distance / 360° 51.95 cm
Imperial / 360° 20.45 in
Effective DPI (eDPI) 800
Estimated Pad Fit: XL Tournament Pad (>=45cm) 40.8 cm / 360°
25cm (M) 35cm (L) 45cm (XL) 90cm+ (Deskmat)

Apex Legends (Modified Source)

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When porting your aim from Doom Eternal to Apex Legends, direct 1:1 number copying fails because of differences between the id Tech 7 and Modified Source camera rotation pipelines. Doom Eternal operates at an angular yaw multiplier of 0.022 per mouse count, whereas Apex Legends registers 0.022 per tick.

Mathematical Conversion Ratio: To maintain an identical physical mousepad distance for 360° rotational clearing, multiply your current Doom Eternal sensitivity by exactly 1.0000.

Console Command mouse_sensitivity 1.0000
Config Location %USERPROFILE%\Saved Games\Respawn\Apex\local\settings.cfg
Engine Yaw Math 0.022000 ➔ 0.022000 [EMPIRICAL]
Conversion Formula Sens × 1.0000

💡 Optimization Notes for Apex Legends:

Apex Legends uses the Source engine yaw multiplier (0.022). Sensitivity directly matches CS2 at equivalent FOV scales.

Related Conversions:

DPI Conversion Matrix

Mouse DPI Target Game Sens cm / 360° Feel Bracket
400 DPI1.0000103.9 cmUltra-Low (Full Arm)
800 DPI1.000052.0 cmUltra-Low (Full Arm)
1200 DPI1.000034.6 cmMedium (Arm/Wrist)
1600 DPI1.000026.0 cmMedium (Arm/Wrist)
3200 DPI1.000013.0 cmHigh (Wrist / Speed)

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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.