Valorant sensitivity: eDPI ranges, cm/360 and converting from CS2
Valorant sensitivity has its own scale, its own pro ranges and its own conversion rules. This guide covers the numbers that matter (eDPI, cm/360), how they relate to CS2, what the pros actually use, and how to find your value with a measurement instead of a forum thread.
The three numbers
- Sensitivity — the “Sensitivity: Aim” value in Settings → General. Valorant turns the camera 0.07° per mouse count at sensitivity 1; the field accepts three decimals.
- eDPI — mouse DPI × sensitivity. 800 DPI × 0.35 = 280 eDPI. It lets you compare Valorant players regardless of their DPI, but means nothing across games.
- cm/360 — mousepad distance for a full turn:
cm/360 = 13062.86 ÷ (DPI × sensitivity). 0.35 at 800 DPI = 46.7 cm. This is the number your arm feels and the one that transfers between games.
What pros use (and why it is a range, not a number)
Most professional Valorant players sit between roughly 200 and 400 eDPI — 0.25 to 0.5 at 800 DPI, 33 to 65 cm/360 — with duelists tending toward the faster end and controllers/sentinels toward the slower one. The spread is large because sensitivity is a property of a player’s grip, arm mechanics and desk space, not of the game.
| eDPI | sens @ 800 DPI | cm/360 | reads as |
|---|---|---|---|
| 160 | 0.20 | 81.6 | very low (arm aimers, huge pads) |
| 200 | 0.25 | 65.3 | low |
| 240 | 0.30 | 54.4 | moderate-low |
| 280 | 0.35 | 46.7 | moderate (the pro median area) |
| 320 | 0.40 | 40.8 | moderate-high |
| 400 | 0.50 | 32.7 | high |
| 560 | 0.70 | 23.3 | very high (wrist aimers) |
Coming from CS2: convert the hand movement, not the number
CS2 turns 0.022° per count, Valorant 0.07°. Same DPI, same cm/360 means Valorant = CS2 × 0.3143: a CS2 player at 1.6 lands at 0.503 in Valorant. Do not convert eDPI directly (800 CS2 eDPI ≈ 251 Valorant eDPI) and do not compare eDPI figures across the two games.
Two differences remain after a correct conversion. Valorant’s field of view is 103° horizontal at 16:9 against CS2’s 106.3°, so the same angular flick covers a bit more screen; and Valorant fights sit slightly closer on average. Many players end up a touch faster in cm/360 terms after switching. The converter gives you the exact starting point; the finder below tells you whether you drift from it.
The measurable criterion: first-movement bias
Aimed movements start with a ballistic, pre-programmed swing followed by corrections. If that first swing systematically flies past heads your sensitivity is too high for your motor calibration; if it always stops short it is too low. The bias is invisible in a match but easy to measure in a controlled test — and it is the only sensitivity criterion that is not a matter of taste.
The Valorant sensitivity test reproduces the game’s camera (0.07° per count, 103° FOV, raw input), runs adaptive flick rounds that shrink the search step as the bias fades, and ends with a blind A/B check against a decoy value. Ten minutes, a number in Valorant’s scale for your DPI.
Settings that change the measurement
- Raw Input Buffer on (Settings → General): the game reads the mouse directly, like the test does.
- One sensitivity for every agent: per-agent tweaks are muscle-memory noise, not tuning.
- Scoped sensitivity multiplier is separate from Aim sensitivity; 1.0 keeps the zoomed cm/360 proportional to the FOV change.
- Windows pointer speed 6/11, enhance pointer precision off — only matters for the browser test, since Valorant uses raw input.
Give a new value a week
Whatever you land on — converted, copied or measured — keep it for at least a week of matches before judging it. Constant switching hurts aim far more than any single value. Re-measure after changing mouse, pad or grip, and use your replays to check whether the bias moved in real matches.