🌐

Match Your Aim Across Games

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

CONVERT FROM
QC

Quake Champions

Click to change
CONVERT TO
RST

Rust

Click to change
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)

Detailed Engine & Conversion Mechanics: Quake Champions to Rust

Technical Breakdown

When porting your aim from Quake Champions to Rust, direct 1:1 number copying fails because of differences between the Saber3D / id Tech and Unity camera rotation pipelines. Quake Champions operates at an angular yaw multiplier of 0.022 per mouse count, whereas Rust registers 0.022 per tick.

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

Rust Console Command input.sensitivity {VAL}
Rust Configuration File Steam\steamapps\common\Rust\cfg\client.cfg
Input Precision Limit 4 decimal places

💡 Optimization Notes for Rust:

Rust emulates Source engine yaw rates in Unity. Can be updated directly via the F1 console.

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)

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.