🌐

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
XDF

XDefiant

Click to change
Target Sensitivity
10.6061
Distance / 360° 16.33 cm
Imperial / 360° 6.43 in
Effective DPI (eDPI) 8485
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 XDefiant

Technical Breakdown

When porting your aim from Valorant to XDefiant, direct 1:1 number copying fails because of differences between the Unreal Engine 4 and Snowdrop camera rotation pipelines. Valorant operates at an angular yaw multiplier of 0.07 per mouse count, whereas XDefiant registers 0.0066 per tick.

Mathematical Conversion Ratio: To maintain an identical physical mousepad distance for 360° rotational clearing, multiply your current Valorant sensitivity by exactly 10.6061.

XDefiant Console Command In-game Menu Slider
XDefiant Configuration File %USERPROFILE%\Documents\My Games\XDefiant\bc_settings.cfg
Input Precision Limit 2 decimal places

💡 Optimization Notes for XDefiant:

Built on Ubisoft's Snowdrop engine, maintaining high parity with standard 0.0066 angular velocity scaling.

DPI Conversion Matrix

Mouse DPI Target Game Sens cm / 360° Feel Bracket
400 DPI10.606132.7 cmMedium (Arm/Wrist)
800 DPI10.606116.3 cmHigh (Wrist / Speed)
1200 DPI10.606110.9 cmHigh (Wrist / Speed)
1600 DPI10.60618.2 cmHigh (Wrist / Speed)
3200 DPI10.60614.1 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.