Marvel Rivals Sensitivity Calculator & Converter
Marvel Rivals runs on Unreal Engine 5 with a scale of 0.0175 degrees per count. Although it is often compared to Overwatch 2, the scales are different: an Overwatch 2 number must be multiplied by 0.377 to feel the same in Rivals. The calculator converts your base mouse sensitivity. Worked example: 2 at 800 DPI equals 32.7 cm/360, which is exactly Valorant 0.5 because the Valorant scale is four times larger. Overwatch 2 at 5 becomes 1.89 in Marvel Rivals.
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Centimeters your mouse travels for a full rotation (should match in both games)
Marvel Rivals Sensitivity Reference Table
Values calculated with the Marvel Rivals yaw (0.0175). Each row shows how many centimetres you need to move your mouse for a 360° turn at that sensitivity at 400, 800 and 1600 DPI, and the sensitivity that gives the same turn in other games at the same DPI.
| Marvel Rivals sens | cm/360 at 400 DPI | cm/360 at 800 DPI | cm/360 at 1600 DPI | CS2 equivalent | Valorant equivalent |
|---|---|---|---|---|---|
| 1.5 | 87.1 | 43.5 | 21.8 | 1.193 | 0.375 |
| 2 | 65.3 | 32.7 | 16.3 | 1.591 | 0.5 |
| 3 | 43.5 | 21.8 | 10.9 | 2.386 | 0.75 |
| 4 | 32.7 | 16.3 | 8.2 | 3.182 | 1 |
| 5 | 26.1 | 13.1 | 6.5 | 3.977 | 1.25 |
Formula: cm/360 = 914.4 / (DPI × degrees per mouse count); in games with a linear scale, degrees per count = sensitivity × yaw. Equivalents match cm/360 and do not account for FOV or aim-down-sights multipliers.
Frequently asked questions
Why doesn't my Overwatch 2 sensitivity work in Marvel Rivals?
Because the scales are different. Overwatch 2 uses 0.0066 degrees per count and Marvel Rivals, built on Unreal Engine 5, uses 0.0175. Copying the number makes you about 2.65 times faster. Multiply by 0.377: Overwatch 2 at 5 becomes 1.89. In reverse, Rivals 2 equals Overwatch 2 at 5.30.
How do I convert Valorant sensitivity to Marvel Rivals?
Valorant's scale of 0.07 is exactly four times the Rivals scale of 0.0175, so just multiply by 4. Valorant 0.5 becomes 2 in Marvel Rivals, and 0.4 becomes 1.6. From Rivals, divide by 4. Keep your DPI and the cm/360 stays identical.
How do I convert CS2 sensitivity to Marvel Rivals?
Multiply by 0.022 and divide by 0.0175, about 1.257. CS2 at 2 becomes 2.51 in Marvel Rivals, and 1.5 becomes 1.89. The same applies from Apex Legends, which shares the CS2 scale. This converts hipfire only; hero abilities that zoom or aim follow their own behaviour.
How do I calculate cm/360 in Marvel Rivals?
cm/360 = 914.4 ÷ (DPI × sensitivity × 0.0175). At 800 DPI, sensitivity 2 turns 0.035° per count and gives 32.7 cm/360. Doubling the sensitivity or the DPI halves that distance. Use this number to compare your setup with any other shooter, since cm/360 does not depend on the game.
Marvel Rivals Technical Data
The yaw value is the angle in degrees the camera turns for each unit of mouse movement. It is the constant that makes sensitivity conversion possible: two games sharing a yaw share a scale, so the number carries over unchanged. When the yaw differs, the conversion multiplies by the ratio between them.