Unity Engine → Unity / Unreal Engine • Yaw Multiplier ×2.25000
⇄ Swap Direction (Aim Lab → Rust)
Rust to Aim Lab & KovaaK's Cross-DPI Sensitivity & cm/360° Converter
Dedicated 1-to-1 cross-DPI pair converter from Rust to Aim Lab & KovaaK's using engine horizontal yaw constants (0.1125°/count → 0.05°/count, exact multiplier ×2.250000 at equal DPI).
Direct Answer • 1:1 cm/360° Conversion Math
To convert Rust sensitivity to Aim Lab & KovaaK's at equal Mouse DPI, multiply your Rust sensitivity by ×2.2500 (
0.1125° ÷ 0.05° engine yaw). A baseline 0.4 Rust sensitivity at 800 DPI equals 0.9000 in Aim Lab (720 eDPI), locking an identical 25.40 cm/360° (10.00 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 Rust renders at 90° (90° Horizontal Equivalent) and Aim Lab renders at 103° (Configurable Game Profile FOV), 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 Aim Lab In-Game Sensitivity (Pro 800 DPI Range: 0.35 – 0.75)
0.9000
True 360° Rotation Distance
25.40 cm (10.00 in)
Aim Lab Effective DPI (eDPI)
720 eDPI
Sensitivity Tier Comparison
Aim Lab Equivalent
0.75× Low Sens
0.6750
1.00× Active
0.9000
1.50× High Sens
1.3500
Formula: Rust Sens × (0.1125 / 0.05) × (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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What Is My Rust Sensitivity in Aim Lab? (800 DPI Conversion Table)
Click any row to load that sensitivity directly into the converter above:
| Rust Sensitivity | Aim Lab & KovaaK's Sensitivity | Physical cm / 360° | Aim Lab eDPI |
|---|---|---|---|
| 0.2 (800 DPI) | 0.4500 | 50.8 cm / 360° | 360 Aim Lab eDPI |
| 0.3 (800 DPI) | 0.6750 | 33.9 cm / 360° | 540 Aim Lab eDPI |
| 0.4 (800 DPI) | 0.9000 | 25.4 cm / 360° | 720 Aim Lab eDPI |
| 0.5 (800 DPI) | 1.1250 | 20.3 cm / 360° | 900 Aim Lab eDPI |
| 0.6 (800 DPI) | 1.3500 | 16.9 cm / 360° | 1080 Aim Lab eDPI |
| 0.8 (800 DPI) | 1.8000 | 12.7 cm / 360° | 1440 Aim Lab eDPI |
How Do Rust and Aim Lab Engine Yaw & FOV Compare?
| Specification | Rust | Aim Lab & KovaaK's |
|---|---|---|
| Game Engine | Unity Engine | Unity / Unreal Engine |
| Horizontal Yaw Constant | 0.1125° / count | 0.05° / count |
| Competitive Field of View (FOV) | 90° (90° Horizontal Equivalent) | 103° (Configurable Game Profile FOV) |
| Server Tick Rate / Polling | 30Hz–60Hz Community/Official | Local 1000Hz Input Loop |
| ADS / Scope Scaling Rule | Use F1 console command `input.sensitivity` for exact 3-decimal sensitivity entry. | Select native game profile or match exact cm/360° and Horizontal FOV (103° for Valorant/OW2, 106.26° for 16:9 CS2). |
Frequently Asked Questions — Rust to Aim Lab Conversion
How do you convert Rust sensitivity to Aim Lab & KovaaK's?
To convert Rust sensitivity to Aim Lab & KovaaK's at the same mouse DPI, multiply your Rust sensitivity by 2.250000 (or divide by 0.444444). This derives from the exact engine yaw ratio: Rust uses 0.1125° per mouse count (Unity Engine), whereas Aim Lab uses 0.05° per mouse count (Unity / Unreal Engine).
What is 0.4 Rust sensitivity in Aim Lab & KovaaK's at 800 DPI?
At 800 DPI, a Rust sensitivity of 0.4 equals 0.9000 in Aim Lab & KovaaK's. Both settings produce an identical 25.40 cm (10.00 inches) physical 360-degree turn on your mousepad.
Does FOV difference between Rust (90° (90° Horizontal Equivalent)) and Aim Lab (103° (Configurable Game Profile FOV)) affect converted sensitivity?
Converting by yaw ratio (2.2500×) locks your 3D 360-degree physical rotation distance (25.4 cm/360°) for consistent gross arm/wrist muscle memory. However, because Rust renders at 90° (90° Horizontal Equivalent) and Aim Lab renders at 103° (Configurable Game Profile FOV), micro-flicks near the center crosshair may feel slightly faster or slower on screen depending on camera focal length.