Strinova Sensitivity Converter
Convert your Strinova sensitivity to another game, or another game's sensitivity to Strinova.
Some values in this link were invalid and were ignored.
Your new sensitivity
- cm/360
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- in/360
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- eDPI (from)
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- eDPI (to)
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Where to find the sensitivity setting in Strinova
Settings > Sensitivity > General > Mouse Sensitivity (horizontal hipfire; path documented in a November 2024 in-game screenshot)
Notes for Strinova
Horizontal hipfire only. Disable Mouse Smoothing in Basic settings for a repeatable turn-distance check. Vertical, shoulder-fire and ADS zoom multipliers are separate. The public calculator documents a 0.1–20 base range; accepted decimal steps and the current game build have not been tested here. Check the value your game saves and measure a turn before adjusting scopes.
Strinova turns 0.01388194363° per mouse count at sensitivity 1, and the turn scales linearly with the setting.
Conversion data last verified on .
Sources: kovaaks.com, wiki.kovaaks.com, mouse-sensitivity.com, thebasedotaku.com
How to use the Strinova sensitivity converter
Use Mouse Sensitivity under Settings > Sensitivity > General for the horizontal hipfire input. Vertical Sensitivity Multiplier, Shoulder Fire Sensitivity Multiplier and the individual ADS zoom controls are separate. The verified public model comes from KovaaK’s official converter, cross-checked against Mouse Sensitivity’s hipfire distances. The setting path is documented by a November 2024 in-game screenshot; this is not a test of the current game build.
- Read your current in-game setting and the DPI selected in your mouse software. Check the active profile rather than a product’s maximum advertised DPI.
- Select the other game and enter both values. Leave New DPI blank if you will keep the same mouse profile; enter the actual target DPI if you will change it.
- Copy the converted sensitivity into the target game’s base horizontal setting. If the tool also shows an in-game value, use that supported value and check the rounding distance.
- Save a share link to retain the exact calculation, then test horizontal hipfire before changing scopes, vertical controls or other modifiers.
Understanding Strinova cm/360
At 2 sensitivity and 800 DPI, the catalog model gives 41.17 cm/360. A 180-degree turn takes half that distance under the same conditions. A larger cm/360 means slower turning; a smaller value means faster turning. This is a physical measurement, so it is more useful across games than comparing the numbers in two settings menus.
For Strinova, cm/360 = 914.4 ÷ (DPI × sensitivity × 0.01388194363). The constant 914.4 combines a 360-degree turn with 2.54 centimetres per inch. The yaw is the effective horizontal angle per mouse count at sensitivity 1, under the assumptions above.
Strinova conversion examples with DPI changes
These calculated examples show the same-DPI transfer and a change to 1600 DPI. They are not a survey of player settings. Open an example in the converter, then use your own sensitivity and actual hardware DPI.
Counter-Strike 2 to Strinova
| Counter-Strike 2 sens / DPI | Strinova sens / DPI | Exact cm/360 |
|---|---|---|
| 1.5 / 800 | 2.37719 / 800 | 34.64 |
| 1.5 / 800 | 1.18859 / 1600 | 34.64 |
| 1.875 / 800 | 2.97149 / 800 | 27.71 |
When both scales are linear, the same-DPI factor stays fixed; a DPI change adds the source-DPI-to-target-DPI ratio. The listed distance is the exact target before menu rounding.
Valorant to Strinova
| Valorant sens / DPI | Strinova sens / DPI | Exact cm/360 |
|---|---|---|
| 0.4 / 800 | 2.01701 / 800 | 40.82 |
| 0.4 / 800 | 1.0085 / 1600 | 40.82 |
| 0.5 / 800 | 2.52126 / 800 | 32.66 |
When both scales are linear, the same-DPI factor stays fixed; a DPI change adds the source-DPI-to-target-DPI ratio. The listed distance is the exact target before menu rounding.
Choosing a usable DPI and turn distance in Strinova
There is no single best DPI or cm/360 for every player. Start from a setup you can control, measure the mouse space available in each direction and make sure a comfortable turn fits. A setup that works on a wide desk may force repeated lifting on a small pad. A lower displayed sensitivity also does not automatically mean slower aiming if the mouse DPI is higher.
For a controlled comparison, try your current setup alongside one slightly slower and one slightly faster setting. Keep the mouse, DPI, FOV and test sequence consistent, and write down both sensitivity and cm/360. Treat this as a personal comparison rather than a ranking of “good” and “bad” sensitivities. If you want to work backwards from a measured distance, use the cm/360 calculator.
Turn Mouse Smoothing off in the game’s Basic settings before comparing physical turn distance. Keep the same mouse profile and start with hipfire. Then test shoulder fire and each scope separately rather than copying the base result into those multiplier fields. The calculator records the publicly documented 0.1–20 base range; accepted decimal steps have not been verified, so check the value your current build saves.
Before blaming the formula, check a unit error, a different mouse profile, a scope or character override, and the game’s accepted precision. If the measured turn is consistently wrong after those checks, keep the share link and record the settings and game version when reporting it. This is more useful than rounding the input repeatedly until two unrelated numbers look similar.
Strinova sensitivity FAQ
Where do I enter my Strinova sensitivity?
Use Settings > Sensitivity > General > Mouse Sensitivity (horizontal hipfire; path documented in a November 2024 in-game screenshot). Enter the base horizontal mouse setting and your actual hardware DPI. Scoped, vertical and controller settings are not interchangeable with this input.
What is 2 sensitivity at 800 DPI in Strinova?
Under the model and settings above, it is 41.17 cm/360 and 1600 eDPI. The value is an example for checking the calculation, not a recommended or professional-player setup.
Which Strinova sensitivity should I use at 400, 800 or 1600 DPI?
Choose a comfortable turn distance first. At twice the DPI, half the sensitivity preserves that distance on this linear scale. Compare the result with the menu’s supported precision and test it on your own mousepad.
Why does the converted Strinova sensitivity feel different?
Matching cm/360 preserves physical horizontal turn distance. FOV, camera perspective, zoom, input modifiers and menu rounding can still change how aiming feels. Test a physical turn before adjusting for visual differences.
Can I copy a pro player's Strinova sensitivity?
Only compare a setup when you also know the player’s DPI, input method, relevant game modifiers and the date it was recorded. A sensitivity number alone is incomplete. This guide does not label unverified settings as current pro settings or promise a universal best value.
Can I compare Strinova eDPI with another game?
Not directly. eDPI is DPI multiplied by the displayed sensitivity, so its meaning depends on the game’s scale. Use cm/360 for cross-game comparison and keep eDPI comparisons within the same game and scale assumptions.
Should I turn off Mouse Smoothing in Strinova?
For a repeatable turn-distance comparison, turn it off in Basic settings. The original measurement author reports smoothing behavior affected by frame rate and polling rate. Keep DPI and other input settings fixed during the check.
Does Strinova hipfire conversion also set shoulder fire and ADS?
No. Mouse Sensitivity is the base input here. Shoulder fire and individual zoom levels have their own controls; camera position and scope FOV can also change the visual comparison. Validate those modes separately after matching horizontal hipfire.
Popular conversions for Strinova
Also use the eDPI calculator to compare settings within the same game, or the DPI calculator when changing a linear sensitivity setup.
Strinova sensitivity conversion factors
At the same DPI, multiply your Strinova sensitivity by the factor to get the same cm/360 in another game. To go the other way, divide.
| Strinova to | Multiply by |
|---|---|
| Apex Legends | 0.631 |
| ARC Raiders | 10.2 |
| Black Mesa | 0.631 |
| Call of Duty | 2.1033 |
| Counter-Strike 2 | 0.631 |
| Cyberpunk 2077 | 1.3882 |
| Deadlock | 0.3155 |
| Destiny 2 | 2.1033 |
| Escape from Tarkov | 0.11106 |
| Fortnite | 2.499 |
| Garry's Mod | 0.631 |
| Half-Life 2 | 0.631 |
| Halo Infinite | 0.61698 |
| Helldivers 2 | 0.024229 |
| Insurgency: Sandstorm | 0.099157 |
| KovaaK's | 0.631 |
| Left 4 Dead 2 | 0.631 |
| Marathon | 4.2066 |
| Marvel Rivals | 0.79325 |
| Overwatch 2 | 2.1033 |
| Paladins | 1.5163 |
| Quake Champions | 0.631 |
| Rainbow Six Siege | 2.4229 |
| Roblox | 0.034894 |
| Rust | 0.1234 |
| Team Fortress 2 | 0.631 |
| THE FINALS | 13.882 |
| Titanfall 2 | 0.631 |
| Valheim | 0.27764 |
| Valorant | 0.19831 |
Battlefield 6 and Minecraft and PUBG: Battlegrounds and WARDOGS use non-linear scales, so there is no single factor; use the converter above.
Factors assume the default FOV. ARC Raiders: 70, vertical. PUBG: Battlegrounds: 80, third person. Rust: 75 (Rust's default graphics.fov).