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Complete FPS Yaw Value Reference Table (Sourced)

August 19, 2026โ€ข10 min read
Complete FPS Yaw Value Reference Table (Sourced)
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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
ValorantUnreal Engine 40.07Confirmed, widely corroborated
CS2 / CS:GOSource / Source 20.022Confirmed โ€” Valve's documented m_yaw default
Apex LegendsSource0.022Confirmed, same Source-family constant
Overwatch 2Own engine0.0066Confirmed by multiple independent sources (incl. KovaaK Sensitivity Matcher)
CoD: Warzone / MW3IW Engine0.0066Same family as Overwatch 2, cross-checked
Rainbow Six SiegeAnvilNext0.00572Confirmed via KovaaK Sensitivity Matcher source
FortniteUnreal Engine 50.005555Confirmed, widely corroborated
Marvel RivalsUnreal Engine 50.022Cross-referenced against 2+ independent community sources
THE FINALSUnreal Engine 50.0066Cross-referenced against 2+ independent community sources
DeadlockSource 20.022Multiple sources converge (same engine family as CS2)
Halo InfiniteSlipspace0.0225Confirmed via KovaaK preset yaw profiles
Escape from TarkovUnity0.113636Single technical source
Destiny 2Tiger Engine0.0066Cross-referenced, same family as Overwatch 2
PUBGUnreal Engine 40.00707Unverified โ€” sources disagree, possibly non-linear at extremes
Battlefield 2042Frostbite0.022Unverified โ€” community sources disagree (0.0066, 0.0022, 0.022 all cited)
Hunt: ShowdownCryEngine0.022Source-family convention applied, not independently measured for Hunt specifically
RobloxOwn engine0.2Unverified โ€” no published camera code, treat as approximation
Grand Theft Auto VRAGE0.0066Single-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 40โ€“70% 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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Dalto Outlier

Creator, DCPROSENS

Dalto built DCPROSENS to help competitive FPS players convert sensitivity, calibrate DPI, and keep their aim consistent across games.

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