Carry your aim from one game to another — on mouse or controller. Mouse mode matches your exact cm/360. Controller mode matches your stick feel across games: horizontal & vertical sens, ADS, deadzone and response curve, across all nine titles Patch Notes covers — now with Apex Advanced Look Controls (ALC) and acceleration: Yaw/Pitch speeds, Turning Extra & Ramp, ADS and per-optic settings.
Only if you're changing mice.
Most pad players run V lower than H.
1.00 = ADS feels like hipfire.
Lower = snappier, but drift shows.
We'll find the closest match in the new game.
100 = full speed only at the edge.
On by default in most games — e.g. Apex 4-3 keeps a 4:3 feel everywhere.
Deadzone metre — test it with your real controller
Connect a pad (USB or Bluetooth) and press any button — your browser will pick it up. Move the sticks to see your deadzone in action: inside the dashed circle is dead, outside it the game would turn. The metre below shows where your deadzone sits — change the Inner deadzone value above and the circles and metre resize live.
No controller detected yet. Plug one in or press a button on it, then move the right stick.
Left stick — move
X 0.00 · Y 0.00
Right stick — aim
X 0.00 · Y 0.00
Your deadzone
8%Sweet spot
Drift riskSweet spotHighMushy
0%10%20%30%40%
In the range most healthy controllers need: low enough for small aim movements to register, high enough to hide normal stick rest noise.
Tip: if the dot drifts on its own at rest, raise your inner deadzone 1–2% at a time until it stops. If small aim movements feel like they do nothing, lower it. Your deadzone value above resizes the dashed circles and the metre live.
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Gear that fits this setup
Picked for your current result — updates as you change sens, DPI or switch to controller.
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ALC replaces Apex's simple 1–8 slider with real numbers. When Apex is your source, enter your ALC below and the conversion uses your Yaw Speed as your turn speed — not a guess from “4” on a slider. When Apex is your target, you get a full ALC preset to copy in, not just “4-3”.
Community-measured estimate: EA doesn't publish the maths behind each ALC slider, so the deg/sec mapping below is a starting point — fine-tune in the Firing Range.
ALC baselines:
*4-3 equivalent is a community estimate for the feel of 4-3 Classic in ALC numbers.
Look — deadzone, curve & threshold
0 = raw. Most ALC players: 0–8%.
How close to the edge before max speed / Extra kicks in.
5 ≈ Classic feel. 0 = Linear (1:1), 10 = most centre curve.
Hipfire — yaw, pitch & turning extra (acceleration)
Left / right. 0–500.
Up / down. Usually below Yaw.
Wait time before Extra starts building.
Extra speed at full tilt — Apex's acceleration.
Extra vertical speed at full tilt.
How fast Extra builds to full. 0% with Extra 0 = no acceleration.
ADS — yaw, pitch & ADS extra
Per-optic ADS sensitivity
Multiplier per optic in Apex (1.0 = your ADS Yaw/Pitch above). Carried to the target game's per-optic / zoom values where it has them.
Copy this ALC preset into Apex
Settings → Controller → Advanced Look Controls: turn ALC on, then enter every value below. Extra and Ramp are 0 unless your source game used boost / acceleration — most pros run them at 0 for stability.
Per-optic ADS — set in Apex
Acceleration translator — what “extra speed” is called in each game
Apex's Turning Extra is one game's version of acceleration: a second gear at the edge of the stick. Other games hide the same idea in a curve, a boost %, or nothing at all. This is the closest setting to change in the target game.
Game
Acceleration / boost setting
For your setup
Your full settings — copy these in
Every value to set in the target game, not just H and V.
Your sensitivity in every game
Same turn distance, every title — tap any row to convert to that game instead.
Curve names don't match between games. This is the closest equivalent for the curve you selected — same intent, different menu name.
Game
Set this curve
Deadzone format
How controller conversion works — and its limits
Controllers don't have a cm/360. Your turn speed is set by where your sensitivity sits on that game's scale, plus the response curve that shapes how stick tilt becomes turn speed, and the deadzone that decides when movement starts. This converter preserves the first part exactly and translates the other two to their closest equivalents.
1. H & V position: if you're at 43% of Apex's 1–8 scale (that's 4-3), you get the value at 43% of the target game's scale — 6-6 in COD's 0–20, about 43% in Fortnite, and so on. Your H:V ratio is preserved when you tick the ratio box.
2. ADS: your ADS multiplier carries straight over, and the tool also shows the absolute ADS H/V it produces in the target game (target H × multiplier) for games that set ADS as separate numbers or per-optic values.
3. Deadzone & curve: deadzone % carries over and is re-written in the target game's own format (COD shows it as 0.08, Apex in ALC as 8%, etc.). Curves are matched by intent — Apex Classic ≈ COD Standard ≈ Fortnite Exponential at a low exponent — because no two games draw the exact same curve.
Be honest about the limit: aim assist strength, acceleration and curve maths differ per game, so a controller conversion is a feel match, not an exact match like mouse cm/360. Start from the converted values, play 2–3 matches, then adjust H by ±1 step (or ±3–5% in percentage games) — that's normal, not a failed conversion. Valorant below is the console version; CS2 on pad is the game's built-in gamepad look.
Apex ALC & acceleration — how this tool handles them
ALC as source: when Apex is the source and ALC is on, the tool ignores the 1–8 slider and uses Yaw Speed ÷ 500 as your position on the scale (Pitch ÷ 500 for vertical, ADS Yaw ÷ 500 for ADS). So Yaw 320 becomes 64% — COD 13, Fortnite 64%, and so on. Your ALC deadzone and numeric response curve (0 = Linear, 5 ≈ Classic, higher = more centre curve) drive the deadzone and curve translation, and your per-optic multipliers (1×–10×) are listed for the target game.
ALC as target: when Apex is the target, the headline result is a Yaw–Pitch pair and the ALC panel gives the whole preset to copy in: deadzone, outer threshold, response curve number, Yaw/Pitch, Turning Extra, Ramp-up Time/Delay, ADS Yaw/Pitch and ADS Extra, plus per-optic values (all 1.0 unless your source was ALC). Extra and Ramp default to 0 — the pro default — unless your source ALC already used them.
Acceleration, two kinds: (1) Apex's own — Turning Extra Yaw/Pitch is a second gear that only engages past the outer threshold, building over Ramp-up Time after Ramp-up Delay. The panel shows your base speed, your max speed with Extra, and the boost % (Extra ÷ Yaw). (2) Cross-game — other games call the same idea Boost (Fortnite), Dynamic curve (COD, BF6), or an exponential curve (PUBG, THE FINALS), and some have none at all (CS2, Valorant). The acceleration translator in the ALC panel names the exact setting to change in each game and, for Fortnite, estimates a Boost % from your Extra. EA doesn't document the ALC sliders, so all of this is community-measured — a much better starting point than slider maths, but still fine-tune in the Firing Range.
Every game turns your view by a fixed angle for each count your mouse sends. That angle is the game's yaw. A sensitivity of 1.0 in CS2 turns 0.022° per count; in Valorant it's 0.07° — which is why the same number feels completely different between games, and why copying a number straight across never works.
What does transfer is the physical distance: how far your hand moves for a full 360° turn. Keep that distance identical and your muscle memory comes with you. This converter does exactly that:
target sens = your sens × (source yaw ÷ target yaw)cm/360° = 914.4 ÷ (DPI × sensitivity × yaw)eDPI = DPI × in-game sensitivity
Two of the nine games don't use a simple yaw, and this tool models them properly instead of faking a ratio. Battlefield 6 uses a non-linear slider (degrees per count = 0.00173623 × sens + 0.00231498 — the game even shows your cm/360 in its own settings menu, so you can check the result there). PUBG uses an exponential slider, modelled here at 80 FOV in third person; treat PUBG results as a close starting point and fine-tune in the training range. Conversions cover hipfire look sensitivity — ADS and scope multipliers are set per game and aren't converted.
Why does my converted sens still feel slightly different?
cm/360 matches your physical turn distance exactly, but games differ in field of view, which changes how fast the world appears to move on screen. Give it a few matches — the hand movement is identical, only the visual speed shifts. If you play on a very different FOV in the new game, nudge the sens by 2–3% and re-check.
Should I change my DPI instead of my in-game sens?
Either works — what matters is the combination. Doubling your DPI and halving your in-game sens produces the identical cm/360. Most players keep one DPI (800 and 1600 are the most common) and adjust the in-game number, so the desktop cursor speed never changes.
What cm/360 do most players use?
Tactical shooters like Valorant and CS2 cluster around 35–55 cm/360 for the precision those games reward. Faster, movement-heavy games — Apex, Fortnite, THE FINALS — usually sit nearer 25–40 cm. There's no correct number; the right one is the one you can control at the end of a long session.
Does this work for controller?
Yes — switch to Controller at the top. It converts horizontal and vertical sens by preserving your position on each game's scale, carries your ADS multiplier and deadzone over (re-written in the target game's format), and translates your response curve to the closest equivalent in the new game. It's a feel match, not an exact cm/360 match, because aim assist and curves differ per game — expect to fine-tune by one step after a few matches. You can also plug in your real pad and test your sticks and deadzone live on this page.
What controller sens do most players use?
The most famous setup in shooters is Apex 4-3 Classic — balanced turn speed with a steadier vertical for recoil control. COD clusters around 6-6 or 7-7 with Dynamic or Standard curve. Fortnite building players run faster (45–55% look speed) than zero-build players. If you're new to a game, start from the converted value, not from a pro's — pros run what years of muscle memory built, not what's fastest to learn.
Why is my vertical sens lower than horizontal?
On a stick, vertical movement also fights recoil and is easier to overshoot when tracking targets above or below you, so most players run V at about 70–85% of H. This converter preserves that ratio when the ratio box is ticked — untick it to convert H and V independently by their own scale positions.
My stick drifts — what deadzone should I use?
Use the live stick tester above: raise inner deadzone 1–2% at a time until the dot sits still at rest, then stop. Most healthy controllers need 4–10%. Needing 15%+ usually means the stick is worn — a higher deadzone will hide it, but small aim movements will feel mushy.
What is Apex ALC, and should I use it?
Advanced Look Controls replace Apex's simple 1–8 look slider with direct numbers: Deadzone, Outer Threshold, Response Curve 0–10, Yaw/Pitch Speed, Turning Extra and Ramp-up, separate ADS speeds, and per-optic ADS multipliers. Use it if you want finer control or you're copying a known baseline (the panel includes the ImperialHal baseline — Yaw 350, Pitch 250, Extra 0, ADS 105/65 — and a common 320/260 baseline). If you're happy on 4-3 Classic, you don't need ALC — the converter handles the simple slider too.
What is Turning Extra — is it acceleration?
Yes. Turning Extra Yaw/Pitch adds speed only when the stick is pushed to the edge (past the Outer Threshold), building over the Ramp-up Time after the Ramp-up Delay. It lets you turn fast without making everyday tracking twitchy, but it also adds a speed change mid-flick, which is why most pros set Extra to 0. Other games hide the same idea in a Boost % (Fortnite) or a Dynamic curve (COD) — the acceleration translator in the ALC panel shows the closest equivalent per game.