ESPORTCALC / Gaming & eSports / cm/360° Turn Distance / Marvel Rivals to Overwatch 2 Sens

Marvel Rivals to Overwatch 2 Sensitivity Conversion: Exact 2.6515× UE5 Yaw Multiplier (2026)

Convert Marvel Rivals sensitivity (Unreal Engine 5 yaw 0.0175°) to Overwatch 2 (0.0066° yaw) and Valorant (0.07° yaw) with exact cm/360° hero-shooter benchmarks.

Maintained by: EsportCalc Engine Telemetry & Hardware Desk Last Reviewed: 2026-10-20 (Updated 2026-11-11) Documentation: Formula & Source Policy
Tool Scope & Related Calculators: Computes physical mousepad 360° circumference (cm & inches) for any custom engine yaw constant. Compare tactical vs tracking ranges in our cm/360° Range Guide, Mouse eDPI Calculator, or 16-Game Converter Matrix.
Direct Answer • Verified Quantitative Summary Marvel Rivals uses an Unreal Engine 5 horizontal yaw constant of 0.0175°/count, while Overwatch 2 uses 0.0066°/count—giving an exact 2.651515× multiplier (Marvel Rivals → Overwatch 2) or 0.377143× in reverse. At 800 DPI, 1.60 Marvel Rivals sensitivity equals 4.24 Overwatch 2 sensitivity and produces a 32.66 cm (12.86 in) 360° turn.
Presets:
Physical Distance per 360° Turn
40.82 cm / 360°
Inches per 360° Turn
16.07 inches
Recommended Mousepad Size
Standard Large Pad (450mm)
Live Sensitivity Scale (Mouse DPI) Output Comparison
0.75× Conservative
54.43 cm / 360°
1.00× Active
40.82 cm / 360°
1.50× Aggressive
27.21 cm / 360°
180° flick distance requires 20.4 cm of mouse travel.
1. Visual XL Mousepad 360° Sweep (49cm Pad) Sweep Visualizer
Artisan Zero XL (49.0 cm Width) 40.82 cm / 360° • 16.07 inches
2. Live Mouse Polling Rate (Hz) Tester
Rapidly circle mouse inside this box to sample browser event rate:
Live: Move Mouse...
Peak: 0 Hz
Interval: 0.00 ms
3. Interactive 5-Target Micro-Flick & Overshoot Calibration Arena
+ CENTER CROSSHAIR ANCHOR +
Ready — Click "Start 5-Target Flick Drill" to measure your real-time micro-flick latency (ms) and detect sensitivity overshooting.
Tournament Sensor & Pad Reference: Logitech G Pro X Superlight 2 (4K/8K Hz) Check Price ↗ Razer Viper V3 Pro Check Price ↗ Artisan Ninja FX Zero XL (49×42cm) Check Price ↗
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How Does Marvel Rivals to Overwatch 2 Sens Work? (Worked Breakdown)

Hero-Shooter Yaw Comparison (UE5 vs OW2 vs Valorant): Because 0.0175 ÷ 0.0066 = 2.651515, multiplying your Marvel Rivals sensitivity by 2.6515 matches Overwatch 2's 360° sweep identically. Coming from Valorant (0.07° yaw), multiply Valorant sensitivity by exactly 4.0000 (0.07 ÷ 0.0175 = 4) to get your Marvel Rivals sensitivity!

Third-Person Camera Parallax Note: While cm/360° preserves exact rotational muscle memory for 180° dive turns (Spider-Man, Black Panther, Tracer, Genji), Marvel Rivals uses an over-the-shoulder third-person camera, so close-range targets within 5 meters require a slightly wider angular correction toward the camera-offset side.

Recommended Hero-Role Ranges: Dive/melee heroes typically run 24–32 cm/360° (1.60–2.15 Marvel Rivals @ 800 DPI), while hitscan poke heroes (Hela, Punisher, Cassidy) favor 34–45 cm/360° (1.15–1.50 @ 800 DPI).

Need to run custom scenarios from scratch? Open the master Mouse cm/360° & Inches/360° Physical Turn Distance Calculator →

Marvel Rivals (0.0175°) ↔ Overwatch 2 (0.0066°) ↔ Valorant (0.07°) @ 800 DPI

Hero RoleMarvel Rivals (800 DPI)Overwatch 2 (800 DPI)Valorant (800 DPI)CS2 (800 DPI)cm/360°
High-Mobility Dive2.005.300.5001.5926.13 cm
Flex DPS Baseline1.604.240.4001.2732.66 cm
Hitscan Tracking1.353.580.3381.0738.71 cm
Precision Hitscan1.122.970.2800.8946.66 cm

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 81.64 cm / 360° 32.14 inches XL Desk Mat Required (500mm+)
600 54.43 cm / 360° 21.43 inches XL Desk Mat Required (500mm+)
800 (Baseline) 40.82 cm / 360° 16.07 inches Standard Large Pad (450mm)
1,000 32.66 cm / 360° 12.86 inches Standard Large Pad (450mm)
1,200 27.21 cm / 360° 10.71 inches Standard Large Pad (450mm)
1,600 20.41 cm / 360° 8.04 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:

Inches/360 = 360 / (DPI × Sensitivity × Yaw); cm/360 = Inches/360 × 2.54
  1. 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).
  2. 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.
  3. 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.
Primary Standards & References: 360-Degree Physical Mouse Circumference Formula (Reviewed 2026-10-20): cm/360° = (360 ÷ (DPI × Sensitivity × Engine_Yaw)) × 2.54 cm/inch. Engine Yaw Registry: CS2/Apex/Deadlock = 0.022°/count, Valorant = 0.07°/count, Marvel Rivals = 0.0175°/count, OW2/CoD = 0.0066°/count, Fortnite = 0.005555°/count.
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.

Frequently Asked Questions — cm/360° Turn Distance

How do you calculate cm/360° for CS2 (800 DPI / 1.05) vs Valorant (800 DPI / 0.35)?
At 800 DPI and 1.05 Source/CS2 sensitivity (0.022 yaw), a full 360-degree turn takes 49.48 cm / 360° (19.48 inches). At 800 DPI and 0.35 Valorant sensitivity (0.07 yaw), a 360-degree turn takes 46.65 cm / 360° (18.37 inches). Open our dedicated Ideal cm/360 Sensitivity Guide or click the presets above to compare.
Should I change Mouse DPI or In-Game Sensitivity to adjust my cm/360°?
Most competitive players standardize Mouse DPI at 800 or 1600 and adjust In-Game Sensitivity in small increments so desktop cursor speed stays consistent. Click the preset buttons above to load publicly reported tournament reference baselines (as of Oct 2026).
How is the cm/360° Turn Distance equation verified against published standards?
This calculator executes the deterministic formula (Inches/360 = 360 / (DPI × Sensitivity × Yaw); cm/360 = Inches/360 × 2.54), documented against 360-Degree Physical Mouse Circumference Kinematics and reviewed on 2026-10-20 by the EsportCalc Engine Telemetry & Hardware Desk.