ESPORTCALC / Benchmarks & Datasets / FPS Engine Yaw Constants (2026)
Engineering Study & CC0-1.0 Open Reference Dataset • Updated November 2026

Horizontal Yaw Constants (deg/count) & Physical cm/360° Equivalence Across 16 Competitive FPS Engines (2026)

Direct Answer • Cross-Engine Sensitivity Formula To preserve identical 360° physical mouse travel across shooter engines, multiply your source sensitivity by the ratio of engine yaw constants: Senstarget = Senssource × (Yawsource / Yawtarget). For example, converting Valorant (UE4 yaw 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°).
Download Raw JSON Dataset (CC0-1.0) → Launch Valorant → Battlefield 6 Converter → All 17-Game Converters →

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 TitleEngine ArchitectureYaw (deg/count)Native FOV Standard800 DPI Matchcm / 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).