Unity / Unreal Engine → Unity Engine • Yaw Multiplier ×0.44444
⇄ Swap Direction (Rust → Aim Lab)
Aim Lab & KovaaK's to Rust Cross-DPI Sensitivity & cm/360° Converter
Dedicated 1-to-1 cross-DPI pair converter from Aim Lab & KovaaK's to Rust using engine horizontal yaw constants (0.05°/count → 0.1125°/count, exact multiplier ×0.444444 at equal DPI).
Direct Answer • 1:1 cm/360° Conversion Math
To convert Aim Lab & KovaaK's sensitivity to Rust at equal Mouse DPI, multiply your Aim Lab sensitivity by ×0.4444 (
0.05° ÷ 0.1125° engine yaw). A baseline 0.5 Aim Lab sensitivity at 800 DPI equals 0.2222 in Rust (178 eDPI), locking an identical 45.72 cm/360° (18.00 in/360°) physical mouse sweep.
Scope, Limitations & Related Tools (Reviewed 2026-11-11): Locks 1:1 physical 360° horizontal mouse travel (
cm/360°) across different Source & Target Mouse DPIs assuming Raw Input ON (Windows 6/11 bypassed). Because Aim Lab renders at 103° (Configurable Game Profile FOV) and Rust renders at 90° (90° Horizontal Equivalent), on-screen micro-flick speed near the crosshair can feel slightly different despite identical 360° turn circumference. Also compare: Mouse eDPI Calculator • Valorant → 5-Game Workbench • CS2 → 5-Game Workbench • 3.1818× Yaw vs Focal-Length Guide.
Converted Rust In-Game Sensitivity (Pro 800 DPI Range: 0.28 – 0.55)
0.2222
True 360° Rotation Distance
45.72 cm (18.00 in)
Rust Effective DPI (eDPI)
178 eDPI
Sensitivity Tier Comparison
Rust Equivalent
0.75× Low Sens
0.1667
1.00× Active
0.2222
1.50× High Sens
0.3333
Formula: Aim Lab Sens × (0.05 / 0.1125) × (Source DPI / Target DPI) • Raw Input ON (Windows 6/11 bypassed)
Pro Flawless Sensor Hardware Reference:
Logitech G Pro X Superlight 2 (HERO 2) & Razer Viper V3 Pro (Focus Pro 35K)
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(Outbound click ≠ confirmed commission)
What Is My Aim Lab Sensitivity in Rust? (800 DPI Conversion Table)
Click any row to load that sensitivity directly into the converter above:
| Aim Lab & KovaaK's Sensitivity | Rust Sensitivity | Physical cm / 360° | Rust eDPI |
|---|---|---|---|
| 0.25 (800 DPI) | 0.1111 | 91.4 cm / 360° | 89 Rust eDPI |
| 0.375 (800 DPI) | 0.1667 | 61.0 cm / 360° | 133 Rust eDPI |
| 0.5 (800 DPI) | 0.2222 | 45.7 cm / 360° | 178 Rust eDPI |
| 0.625 (800 DPI) | 0.2778 | 36.6 cm / 360° | 222 Rust eDPI |
| 0.75 (800 DPI) | 0.3333 | 30.5 cm / 360° | 267 Rust eDPI |
| 1 (800 DPI) | 0.4444 | 22.9 cm / 360° | 356 Rust eDPI |
How Do Aim Lab and Rust Engine Yaw & FOV Compare?
| Specification | Aim Lab & KovaaK's | Rust |
|---|---|---|
| Game Engine | Unity / Unreal Engine | Unity Engine |
| Horizontal Yaw Constant | 0.05° / count | 0.1125° / count |
| Competitive Field of View (FOV) | 103° (Configurable Game Profile FOV) | 90° (90° Horizontal Equivalent) |
| Server Tick Rate / Polling | Local 1000Hz Input Loop | 30Hz–60Hz Community/Official |
| ADS / Scope Scaling Rule | Select native game profile or match exact cm/360° and Horizontal FOV (103° for Valorant/OW2, 106.26° for 16:9 CS2). | Use F1 console command `input.sensitivity` for exact 3-decimal sensitivity entry. |
Frequently Asked Questions — Aim Lab to Rust Conversion
How do you convert Aim Lab & KovaaK's sensitivity to Rust?
To convert Aim Lab & KovaaK's sensitivity to Rust at the same mouse DPI, multiply your Aim Lab sensitivity by 0.444444 (or divide by 2.250000). This derives from the exact engine yaw ratio: Aim Lab uses 0.05° per mouse count (Unity / Unreal Engine), whereas Rust uses 0.1125° per mouse count (Unity Engine).
What is 0.5 Aim Lab sensitivity in Rust at 800 DPI?
At 800 DPI, a Aim Lab sensitivity of 0.5 equals 0.2222 in Rust. Both settings produce an identical 45.72 cm (18.00 inches) physical 360-degree turn on your mousepad.
Does FOV difference between Aim Lab (103° (Configurable Game Profile FOV)) and Rust (90° (90° Horizontal Equivalent)) affect converted sensitivity?
Converting by yaw ratio (0.4444×) locks your 3D 360-degree physical rotation distance (45.7 cm/360°) for consistent gross arm/wrist muscle memory. However, because Aim Lab renders at 103° (Configurable Game Profile FOV) and Rust renders at 90° (90° Horizontal Equivalent), micro-flicks near the center crosshair may feel slightly faster or slower on screen depending on camera focal length.