Unreal Engine 5 (Lumen) → Source 2 Engine • Yaw Multiplier ×0.39773
⇄ Swap Direction (Deadlock → Marvel Rivals)
Marvel Rivals to Valve Deadlock Sensitivity Converter & cm/360° Calculator
Transfer your exact 360° muscle memory from Marvel Rivals to Valve Deadlock using verified engine yaw constants (0.0175 → 0.044).
Converted Deadlock In-Game Sensitivity
0.6364
True 360° Rotation Distance
40.82 cm (16.07 in)
Deadlock Effective DPI (eDPI)
509 eDPI
Sensitivity Tier Comparison
Deadlock Equivalent
0.75× Low Sens
0.4773
1.00× Active
0.6364
1.50× High Sens
0.9545
Formula: Marvel Rivals Sens × (0.0175 / 0.044) × (Source DPI / Target DPI)
Marvel Rivals to Deadlock Sensitivity Conversion Reference Table (800 DPI)
Click any row to load that sensitivity directly into the converter above:
| Marvel Rivals Sensitivity | Valve Deadlock Sensitivity | Physical cm / 360° | Deadlock eDPI |
|---|---|---|---|
| 0.8 (800 DPI) | 0.3182 | 81.6 cm / 360° | 255 Deadlock eDPI |
| 1.2 (800 DPI) | 0.4773 | 54.4 cm / 360° | 382 Deadlock eDPI |
| 1.6 (800 DPI) | 0.6364 | 40.8 cm / 360° | 509 Deadlock eDPI |
| 2 (800 DPI) | 0.7955 | 32.7 cm / 360° | 636 Deadlock eDPI |
| 2.4 (800 DPI) | 0.9545 | 27.2 cm / 360° | 764 Deadlock eDPI |
| 3.2 (800 DPI) | 1.2727 | 20.4 cm / 360° | 1018 Deadlock eDPI |
Engine Architecture, Yaw & FOV Comparison: Marvel Rivals vs Deadlock
| Specification | Marvel Rivals | Valve Deadlock |
|---|---|---|
| Game Engine | Unreal Engine 5 (Lumen) | Source 2 Engine |
| Horizontal Yaw Constant | 0.0175° / count | 0.044° / count |
| Competitive Field of View (FOV) | 103° (Third-Person 103° HFOV) | 100° (Third-Person Source 2 Camera) |
| Server Tick Rate / Polling | 60Hz Competitive Servers | 64Hz Sub-Tick |
| ADS / Scope Scaling Rule | Marvel Rivals uses a 1-to-100 scale (0.0175°/count yaw), so Valorant sens × 4.00 equals exact Marvel Rivals cm/360. | Deadlock uses 2× Source yaw (0.044°/count), meaning Deadlock sensitivity is exactly 0.50× your CS2 sensitivity. |
Frequently Asked Questions — Marvel Rivals to Deadlock Conversion
How do you convert Marvel Rivals sensitivity to Valve Deadlock?
To convert Marvel Rivals sensitivity to Valve Deadlock at the same mouse DPI, multiply your Marvel Rivals sensitivity by 0.397727 (or divide by 2.514286). This derives from the exact engine yaw ratio: Marvel Rivals uses 0.0175° per mouse count (Unreal Engine 5 (Lumen)), whereas Deadlock uses 0.044° per mouse count (Source 2 Engine).
What is 1.6 Marvel Rivals sensitivity in Valve Deadlock at 800 DPI?
At 800 DPI, a Marvel Rivals sensitivity of 1.6 equals 0.6364 in Valve Deadlock. Both settings produce an identical 40.82 cm (16.07 inches) physical 360-degree turn on your mousepad.
Does FOV difference between Marvel Rivals (103° (Third-Person 103° HFOV)) and Deadlock (100° (Third-Person Source 2 Camera)) affect converted sensitivity?
Converting by yaw ratio (0.3977×) locks your 3D 360-degree physical rotation distance (40.8 cm/360°) for consistent gross arm/wrist muscle memory. However, because Marvel Rivals renders at 103° (Third-Person 103° HFOV) and Deadlock renders at 100° (Third-Person Source 2 Camera), micro-flicks near the center crosshair may feel slightly faster or slower on screen depending on camera focal length.