Horizontal Yaw Constants (deg/count) & Physical cm/360° Equivalence Across 16 Competitive FPS Engines (2026)
0.07°) at 0.35 sens (800 DPI = 46.54 cm/360°) requires 1.1136 in Counter-Strike 2 (Source 2 yaw 0.022°) and 11.1364 in Battlefield 6 (Frostbite yaw 0.0022°).
1. Complete 2026 FPS Engine Yaw Constants & Baseline Conversion Matrix
Reference baseline shown at 800 DPI matched to Valorant 0.35 sensitivity (280 eDPI / 46.54 cm/360°):
| Game Title | Engine Architecture | Yaw (deg/count) | Native FOV Standard | 800 DPI Match | cm / 360° | Interactive Tool |
|---|---|---|---|---|---|---|
| Valorant | Unreal Engine 4.27 (Riot Custom) | 0.07 | 103° (103° Fixed Horizontal (16:9)) | 0.35 | 46.65 cm | Convert → |
| Counter-Strike 2 | Source 2 Engine | 0.022 | 90° (90° (4:3) / 106.26° (16:9 Hor+)) | 1.1136 | 46.65 cm | Convert → |
| Marvel Rivals | Unreal Engine 5 (Lumen) | 0.0175 | 103° (Third-Person 103° HFOV) | 1.4 | 46.65 cm | Convert → |
| Valve Deadlock | Source 2 Engine | 0.044 | 100° (Third-Person Source 2 Camera) | 0.5568 | 46.65 cm | Convert → |
| Apex Legends | Modified Source Engine | 0.022 | 110° (110° Multiplier (1.55 cl_fovScale)) | 1.1136 | 46.65 cm | Convert → |
| Overwatch 2 | Blizzard Overwatch 2 Engine | 0.0066 | 103° (103° Horizontal (16:9)) | 3.7121 | 46.65 cm | Convert → |
| Delta Force: Hawk Ops | Unreal Engine 4/5 Hybrid | 0.022 | 100° (90°–120° Horizontal FOV) | 1.1136 | 46.65 cm | Convert → |
| FragPunk | Unreal Engine 5 | 0.07 | 103° (103° Tactical Hero Shooter) | 0.35 | 46.65 cm | Convert → |
| THE FINALS | Unreal Engine 5 (Embark) | 0.0045 | 100° (Vertical FOV (71° VFOV = ~103° HFOV)) | 5.4444 | 46.65 cm | Convert → |
| Call of Duty: Black Ops 6 & Warzone | IW 9.0 Unified Engine | 0.0066 | 120° (105°–120° Affected ADS FOV) | 3.7121 | 46.65 cm | Convert → |
| Rainbow Six Siege | Ubisoft AnvilNext 2.0 | 0.00572958 | 84° (Vertical FOV (84°–90° VFOV)) | 4.2761 | 46.65 cm | Convert → |
| Fortnite (Ballistic & Battle Royale) | Unreal Engine 5.5 | 0.005555 | 80° (80° Locked (BR) / 103° (Ballistic FPS)) | 4.4104 | 46.65 cm | Convert → |
| Escape from Tarkov & Arena | Unity 2022 LTS | 0.125 | 63° (Vertical FOV (59°–75° VFOV)) | 0.196 | 46.65 cm | Convert → |
| PUBG: Battlegrounds | Unreal Engine 4/5 | 0.00222 | 103° (90°–103° FPP Horizontal) | 11.036 | 46.65 cm | Convert → |
| Rust | Unity Engine | 0.1125 | 90° (90° Horizontal Equivalent) | 0.2178 | 46.65 cm | Convert → |
| Aim Lab & KovaaK's | Unity / Unreal Engine | 0.05 | 103° (Configurable Game Profile FOV) | 0.49 | 46.65 cm | Convert → |
| Battlefield 6 | Frostbite Engine (Next-Gen) | 0.0022 | 90° Vertical (121° Horizontal 16:9) | 11.1364 | 46.65 cm | Convert → |
2. Kinematic Derivation from Raw HID Counts
Modern optical sensors emit discrete integer displacement counts proportional to physical travel (Counts = Inches × DPI). With operating-system pointer acceleration bypassed via Raw Input, each engine multiplies incoming horizontal counts by its internal angular step constant (Yaw, measured in degrees per count) and user sensitivity scalar:
cm_per_360 = (360 * 2.54) / (DPI * Sensitivity * Yaw_deg_per_count)
Note that hipfire cm/360° matching locks rotational muscle memory for 90° and 180° flicks, whereas zoomed or ADS micro-adjustments additionally depend on focal-length projection when moving between 103° horizontal FOV titles (Valorant, Overwatch 2) and 106.26° 16:9 Source 2 projection (Counter-Strike 2, Deadlock).