🌐

Match Your Aim Across Games

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

CONVERT FROM
RST

Rust

Click to change
CONVERT TO
PD3

Payday 3

Click to change
Target Sensitivity
3.3333
Distance / 360° 51.96 cm
Imperial / 360° 20.46 in
Effective DPI (eDPI) 2667
Estimated Pad Fit: XL Tournament Pad (>=45cm) 40.8 cm / 360°
25cm (M) 35cm (L) 45cm (XL) 90cm+ (Deskmat)

Detailed Engine & Conversion Mechanics: Rust to Payday 3

Technical Breakdown

When porting your aim from Rust to Payday 3, direct 1:1 number copying fails because of differences between the Unity and Unreal Engine 4 camera rotation pipelines. Rust operates at an angular yaw multiplier of 0.022 per mouse count, whereas Payday 3 registers 0.0066 per tick.

Mathematical Conversion Ratio: To maintain an identical physical mousepad distance for 360° rotational clearing, multiply your current Rust sensitivity by exactly 3.3333.

Payday 3 Console Command In-game Menu Slider
Payday 3 Configuration File %LOCALAPPDATA%\PAYDAY3\Saved\Config\WindowsClient\GameUserSettings.ini
Input Precision Limit 2 decimal places

💡 Optimization Notes for Payday 3:

Standard Unreal shooter multiplier curves across hipfire and scoped weapon handling.

DPI Conversion Matrix

Mouse DPI Target Game Sens cm / 360° Feel Bracket
400 DPI3.3333103.9 cmUltra-Low (Full Arm)
800 DPI3.333352.0 cmUltra-Low (Full Arm)
1200 DPI3.333334.6 cmMedium (Arm/Wrist)
1600 DPI3.333326.0 cmMedium (Arm/Wrist)
3200 DPI3.333313.0 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.