Valve Deadlock Sensitivity to CS2, Valorant & Battlefield 6: Exact 0.044° Source 2 Yaw Math (2026)
Exact mathematical conversion for Valve Deadlock (0.044°/count yaw)—exactly 2× faster per unit than Counter-Strike 2 (0.022°)—with cross-game tables for Valorant and Battlefield 6.
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How Does Deadlock to CS2 & Valorant Sens Guide Work? (Worked Breakdown)
Why CS2 Players Feel Twice as Fast in Deadlock: Even though both Deadlock and CS2 run on Valve's Source 2 engine, Deadlock doubles the base horizontal yaw scalar from 0.022° to 0.044° per mouse count. Entering your raw CS2 sensitivity directly into Deadlock halves your cm/360° turn distance—divide CS2 sensitivity by 2.0 to restore 1:1 physical aim.
Cross-Game Multipliers from Deadlock (0.044° Yaw): Multiply Deadlock sensitivity by 2.0000 for CS2 & Apex Legends (0.022°), by 0.628571 for Valorant (0.07°), by 2.514286 for Marvel Rivals (0.0175°), and by 20.0000 for Battlefield 6 (0.0022°).
Vertical Soul-Orb & Zipline Tracking Tip: Because Deadlock requires frequent vertical soul-confirm flicks and aerial dash-jump tracking, many CS2 players intentionally run 10–15% faster cm/360° in Deadlock (e.g., 32–42 cm/360°) than their 50 cm/360° CS2 rifle setup.
Valve Deadlock (0.044° Yaw) Cross-Game Sensitivity Table @ 800 DPI
| Deadlock @ 800 DPI | CS2 / Apex (×2.0) | Valorant (×0.6286) | Battlefield 6 (×20.0) | Physical Turn (cm/360°) |
|---|---|---|---|---|
| 0.50 | 1.00 | 0.314 | 10.00 | 51.95 cm (20.45 in) |
| 0.65 | 1.30 | 0.409 | 13.00 | 39.96 cm (15.73 in) |
| 0.75 | 1.50 | 0.471 | 15.00 | 34.64 cm (13.64 in) |
| 0.90 (Baseline) | 1.80 | 0.566 | 18.00 | 28.86 cm (11.36 in) |
| 1.10 | 2.20 | 0.691 | 22.00 | 23.62 cm (9.30 in) |
How Does Scaling Mouse DPI Change cm/360° Turn Distance? (Benchmark Table)
Compare how scaling Mouse DPI affects your output (click any row to load those values into the calculator above):
| Mouse DPI | Physical Distance per 360° Turn | Inches per 360° Turn | Recommended Mousepad Size |
|---|---|---|---|
| 400 | 57.73 cm / 360° | 22.73 inches | XL Desk Mat Required (500mm+) |
| 600 | 38.48 cm / 360° | 15.15 inches | Standard Large Pad (450mm) |
| 800 (Baseline) | 28.86 cm / 360° | 11.36 inches | Standard Large Pad (450mm) |
| 1,000 | 23.09 cm / 360° | 9.09 inches | Standard Large Pad (450mm) |
| 1,200 | 19.24 cm / 360° | 7.58 inches | Standard Large Pad (450mm) |
| 1,600 | 14.43 cm / 360° | 5.68 inches | Standard Large Pad (450mm) |
How Do You Calculate cm/360° Turn Distance? (Formula & Step-by-Step Guide)
Primary mathematical equation used by this model:
- Worked Example (CS2 / Source 2): At 800 DPI, 1.00 sensitivity, and 0.022° yaw, Inches/360° = 360 ÷ (800 × 1.0 × 0.022) = 20.45 in, and cm/360° = 20.45 × 2.54 = 51.95 cm/360° (25.98 cm for a 180° flick).
- Select Your Engine Yaw Constant: Use 0.022 for Counter-Strike 2, Apex Legends, Deadlock & Quake; 0.07 for Valorant; 0.0175 for Marvel Rivals; 0.0066 for Overwatch 2 & Call of Duty; or 0.005555 for Fortnite.
- Model Limitations: Assumes Raw Input ON (no OS acceleration) and nominal sensor CPI. Actual physical distance can vary by ±1–3% due to sensor CPI deviation and mousepad surface lift-off height.
Limitations: Preserves 1:1 physical 360-degree horizontal mouse travel (cm/360°) assuming Raw Input ON and nominal sensor DPI. Hardware sensor CPI tolerance (±1–3%) and FOV differences across engines are not modeled.