🌐

Match Your Aim Across Games

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

CONVERT FROM
SG2

Splitgate 2

Click to change
CONVERT TO
UNT

Unturned

Click to change
Target Sensitivity
0.3000
Distance / 360° 173.18 cm
Imperial / 360° 68.18 in
Effective DPI (eDPI) 240
Estimated Pad Fit: XL Tournament Pad (>=45cm) 40.8 cm / 360°
25cm (M) 35cm (L) 45cm (XL) 90cm+ (Deskmat)

Detailed Engine & Conversion Mechanics: Splitgate 2 to Unturned

Technical Breakdown

When porting your aim from Splitgate 2 to Unturned, direct 1:1 number copying fails because of differences between the Unreal Engine 5 and Unity camera rotation pipelines. Splitgate 2 operates at an angular yaw multiplier of 0.0066 per mouse count, whereas Unturned registers 0.022 per tick.

Mathematical Conversion Ratio: To maintain an identical physical mousepad distance for 360° rotational clearing, multiply your current Splitgate 2 sensitivity by exactly 0.3000.

Unturned Console Command In-game Menu Slider
Unturned Configuration File Steam\steamapps\common\Unturned\Preferences.json
Input Precision Limit 2 decimal places

💡 Optimization Notes for Unturned:

Unturned defaults to Source-like 0.022 angular scaling in Unity for familiar shooter responsiveness.

DPI Conversion Matrix

Mouse DPI Target Game Sens cm / 360° Feel Bracket
400 DPI0.3000346.4 cmUltra-Low (Full Arm)
800 DPI0.3000173.2 cmUltra-Low (Full Arm)
1200 DPI0.3000115.5 cmUltra-Low (Full Arm)
1600 DPI0.300086.6 cmUltra-Low (Full Arm)
3200 DPI0.300043.3 cmTactical Low (Arm)

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.