The original Quake is where id Software's 0.022 m_yaw convention began โ the same default value that Source, GoldSrc, and every id Tech generation since has carried forward.
โ๏ธ Engine: id Tech 1 (Quake engine)๐ Yaw: 0.022
Input (From)
โ ๏ธ Important: Windows Mouse Settingsโผ
Output (To)
Converted Sensitivity
0.500
Calculated from Quake's real yaw constant โ 0.022ยฐ of camera rotation per mouse count โ not a generic multiplier table.
Very Low SensitivityFull arm-aimer โ large sweeps, high precision tracking
Pro Average42 cm/360ยฐ
0 cmPro Zone (40โ60cm)80cm+
๐ก Polling Rate Impact
Input Delay1.00 ms
ยฐ/poll cycle0.009ยฐ
Reports/sec1.000
Your Equivalent Sensitivity in Other Games
See instantly which sensitivity to configure across other games based on your DPI.
๐ฎValorant
Sens:0.157
eDPI:126
๐ฎCS:GO / CS2
Sens:0.500
eDPI:400
๐ฎApex Legends
Sens:0.500
eDPI:400
๐ฎOverwatch 2
Sens:1.667
eDPI:1333
๐ฎCall of Duty: Warzone / MW3
Sens:1.667
eDPI:1333
๐ฎRainbow Six Siege
Sens:1.923
eDPI:1538
Sponsored โข Amazon Dealsโข
Frequently Asked Questions About Quake Sensitivity
Why do so many unrelated games share Quake's exact yaw value?
Because so many later engines (GoldSrc, Source, id Tech 2-7, and many licensed or open-source forks) either derived from or deliberately matched Quake's original m_yaw default โ it became a de facto industry convention within that engine lineage.