🌐

Match Your Aim Across Games

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

CONVERT FROM
VAL

Valorant

Click to change
CONVERT TO
DME

Doom Eternal

Click to change
Target Sensitivity
3.1818
Distance / 360° 16.33 cm
Imperial / 360° 6.43 in
Effective DPI (eDPI) 2545
Estimated Pad Fit: XL Tournament Pad (>=45cm) 40.8 cm / 360°
25cm (M) 35cm (L) 45cm (XL) 90cm+ (Deskmat)

Detailed Engine & Conversion Mechanics: Valorant to Doom Eternal

Technical Breakdown

When porting your aim from Valorant to Doom Eternal, direct 1:1 number copying fails because of differences between the Unreal Engine 4 and id Tech 7 camera rotation pipelines. Valorant operates at an angular yaw multiplier of 0.07 per mouse count, whereas Doom Eternal registers 0.022 per tick.

Mathematical Conversion Ratio: To maintain an identical physical mousepad distance for 360° rotational clearing, multiply your current Valorant sensitivity by exactly 3.1818.

Doom Eternal Console Command m_sensitivity {VAL}
Doom Eternal Configuration File %USERPROFILE%\Saved Games\id Software\DOOMEternal\base\doom_config.local
Input Precision Limit 3 decimal places

💡 Optimization Notes for Doom Eternal:

id Tech 7 maintains the classic 0.022 yaw multiplier, giving exact sensitivity parity with CS2 and Quake.

DPI Conversion Matrix

Mouse DPI Target Game Sens cm / 360° Feel Bracket
400 DPI3.181832.7 cmMedium (Arm/Wrist)
800 DPI3.181816.3 cmHigh (Wrist / Speed)
1200 DPI3.181810.9 cmHigh (Wrist / Speed)
1600 DPI3.18188.2 cmHigh (Wrist / Speed)
3200 DPI3.18184.1 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.