Complete FPS Yaw Value Reference Table (Sourced)

TL;DR
A yaw constant is the number of degrees your camera rotates per mouse count in a given game. This table lists every value used across DCPROSENS' converters, each labeled by how well-corroborated it is โ from 'confirmed by multiple independent sources' down to 'single-source, treat with caution.'
What a Yaw Value Actually Is
A yaw constant is the number of degrees a game's camera rotates for every single count your mouse sensor reports. It's the number underneath every sensitivity slider โ the slider is just a multiplier on top of it. Two games can have wildly different "sensitivity" numbers on screen while producing the exact same physical hand movement, purely because their yaw constants differ. That's the entire basis of sensitivity conversion: sens1 ร yaw1 = sens2 ร yaw2 when cm/360 is held constant.
Complete Yaw Reference Table
| Game | Engine | Yaw | Confidence |
|---|---|---|---|
| Valorant | Unreal Engine 4 | 0.07 | Confirmed, widely corroborated |
| CS2 / CS:GO | Source / Source 2 | 0.022 | Confirmed โ Valve's documented m_yaw default |
| Apex Legends | Source | 0.022 | Confirmed, same Source-family constant |
| Overwatch 2 | Own engine | 0.0066 | Confirmed by multiple independent sources (incl. KovaaK Sensitivity Matcher) |
| CoD: Warzone / MW3 | IW Engine | 0.0066 | Same family as Overwatch 2, cross-checked |
| Rainbow Six Siege | AnvilNext | 0.00572 | Confirmed via KovaaK Sensitivity Matcher source |
| Fortnite | Unreal Engine 5 | 0.005555 | Confirmed, widely corroborated |
| Marvel Rivals | Unreal Engine 5 | 0.022 | Cross-referenced against 2+ independent community sources |
| THE FINALS | Unreal Engine 5 | 0.0066 | Cross-referenced against 2+ independent community sources |
| Deadlock | Source 2 | 0.022 | Multiple sources converge (same engine family as CS2) |
| Halo Infinite | Slipspace | 0.0225 | Confirmed via KovaaK preset yaw profiles |
| Escape from Tarkov | Unity | 0.113636 | Single technical source |
| Destiny 2 | Tiger Engine | 0.0066 | Cross-referenced, same family as Overwatch 2 |
| PUBG | Unreal Engine 4 | 0.00707 | Unverified โ sources disagree, possibly non-linear at extremes |
| Battlefield 2042 | Frostbite | 0.022 | Unverified โ community sources disagree (0.0066, 0.0022, 0.022 all cited) |
| Hunt: Showdown | CryEngine | 0.022 | Source-family convention applied, not independently measured for Hunt specifically |
| Roblox | Own engine | 0.2 | Unverified โ no published camera code, treat as approximation |
| Grand Theft Auto V | RAGE | 0.0066 | Single-source figure |
This table is a subset of the full list used in our converter (70+ titles). Values marked "Unverified" or "single-source" are starting points, not guarantees โ treat them accordingly.
Games That Don't Have a Fixed Yaw
Not every game can be reduced to one constant. Hunt: Showdown and several titles with FOV-dependent scope scaling apply different effective sensitivity at different zoom levels even with a fixed base yaw โ a single number describes hipfire only. Minecraft (Java) uses a non-linear curve (f = sensitivity ร 0.6 + 0.2, then cubed) rather than a straight multiplier, so no single yaw value converts it exactly at every point on the slider โ our 0.6 entry approximates the 40โ70% range most PvP players actually use, not the full curve. Treat any single-number yaw for these titles as an approximation of the range you play in, not an exact universal constant.
Our Measurement Methodology
Values on this site come from one of three tiers, always labeled: (1) a game's own documented console variable or engine default โ the strongest tier, e.g. CS2's m_yaw; (2) cross-referencing 2+ independent technical sources that don't cite each other (engine documentation, published sensitivity-matching tool source code, or multiple community measurements that converge); (3) a single uncorroborated source, explicitly flagged as such and treated as a starting point rather than a guarantee. We do not publish a number as "confirmed" on the strength of a single converter website repeating it โ that's how uncorroborated figures spread across the whole niche.
How to Measure Yaw Yourself
If you want to verify a value independently: set a fixed, known DPI (800 is easiest to do the arithmetic with), mark a starting point on your mousepad, and record the exact physical distance your mouse travels for one full 360ยฐ in-game turn at a known sensitivity. Repeat at least 5 times and average the result to reduce measurement error, then solve for yaw using yaw = 360 / (sensitivity ร DPI ร inches_moved). Raw input and mouse acceleration must both be confirmed off first, or the measurement will be unreliable.
Corrections and Contributions
If you have a better-sourced value for anything marked "unverified" or "single-source" above, or you spot an error, use the contact page to send it our way along with your source. We'll update the table and credit the correction.
Frequently Asked Questions
Frequently Asked Questions
What is a yaw value in FPS games?
It's the number of degrees a game rotates its camera for every single count reported by your mouse sensor โ the raw constant that every sensitivity slider multiplies against.
Why do different sites list different yaw values for the same game?
Because many converter sites copy figures from each other rather than independently verifying them, small errors propagate and calcify. This table only labels a value 'confirmed' when it traces to the game's own documented setting or multiple independent technical sources.
Is Overwatch 2's yaw really 0.0066 and not 0.022?
Yes โ 0.0066 is confirmed by multiple independent sources including KovaaK's Sensitivity Matcher. 0.022 is the Source-engine constant (CS2, Apex, Deadlock); the two get mixed up because they're often listed on the same line in low-quality sensitivity guides.
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