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Rust to Deadlock Sensitivity Converter

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

CONVERT FROM
RST

Rust

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CONVERT TO
DLK

Deadlock

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Target Sensitivity
0.5000
Distance / 360° 51.95 cm
Imperial / 360° 20.45 in
Effective DPI (eDPI) 400
Estimated Pad Fit: XL Tournament Pad (>=45cm) 40.8 cm / 360°
25cm (M) 35cm (L) 45cm (XL) 90cm+ (Deskmat)

Deadlock (Source 2)

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When porting your aim from Rust to Deadlock, direct 1:1 number copying fails because of differences between the Unity and Source 2 camera rotation pipelines. Rust operates at an angular yaw multiplier of 0.022 per mouse count, whereas Deadlock registers 0.044 per tick.

Mathematical Conversion Ratio: To maintain an identical physical mousepad distance for 360° rotational clearing, multiply your current Rust sensitivity by exactly 0.5000.

Console Command sensitivity 0.5000
Config Location Steam\steamapps\common\Deadlock\game\citadel\cfg
Engine Yaw Math 0.022000 ➔ 0.044000 [EMPIRICAL]
Conversion Formula Sens × 0.5000

💡 Optimization Notes for Deadlock:

Deadlock operates on Source 2 with native 0.044 base yaw displacement.

Related Conversions:

DPI Conversion Matrix

Mouse DPI Target Game Sens cm / 360° Feel Bracket
400 DPI0.5000103.9 cmUltra-Low (Full Arm)
800 DPI0.500052.0 cmUltra-Low (Full Arm)
1200 DPI0.500034.6 cmMedium (Arm/Wrist)
1600 DPI0.500026.0 cmMedium (Arm/Wrist)
3200 DPI0.500013.0 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.