1:1 Aim

I achieved 1:1 aim across all the games I play, any weapon, any zoom.

My recommendations

This is my full setup: 1600 DPI and 16:9. The base sens is 1:1 across games and the scoped values are 1:1 with hipfire. On a different sens or DPI? Use the calculator.

Overwatch

103 FOV.
Setting Value
Sensitivity2.28
Zoomed sens: Ana & Widowmaker37.89
Zoomed sens: Ashe & Cassidy51.47
Zoomed sens: Emre54.69
Zoomed sens: Freja62.50

CS2

Exact for the AWP's and SSG 08's first zoom, the rest lands within ~4%.
Setting Value
Sensitivity0.725
zoom_sensitivity_ratio0.818933
Aspect ratio16:9

Valorant

Scoped covers the snipers, ADS covers the rifles and SMGs.
Setting Value
Sensitivity: Aim0.215
Scoped Sensitivity Multiplier (exact for Operator, first zoom)0.747462
ADS Sensitivity Multiplier (exact for Vandal, Phantom, Bulldog)0.870439

Apex Legends

Apex's default ADS scaling is already 1:1 at the crosshair.
Setting Value
Field of View (FOV)100
Mouse Sensitivity0.865
ADS Mouse Sensitivity Multiplier (and every per-optic slider)1.0 (default)

Marvel Rivals

The FOV is fixed, and the game already scales ADS at the crosshair.
Setting Value
Mouse Sensitivity0.686
ADS Sensitivity Multiplier1.0 (default)

Deadlock

The Camera FOV slider caps at 90, I max it. Zoom isn't publicly measured yet, see the notes.
Setting Value
Camera FOV90 (max)
Mouse Sensitivity0.544
Zoom Sensitivity Ratio1.0 (default)

Per-weapon details and sources: Overwatch, CS2, Valorant, Apex Legends, Marvel Rivals, Deadlock.

Calculator

If I want the same sensitivity in every game, it also has to land on a usable value in every game. So I checked each conversion against the eDPI range pros of that game typically play in. Not a hard restriction, but a good starting point. You don't have to copy my FOVs either: pick your own Overwatch and Apex FOV, and for CS2 your aspect ratio. Enter your base game, sens, and DPI. The why behind this formula is explained in the rest of the page:

sens₂ = sens₁ × (yaw₁ / yaw₂) × tan(F₂⁄2) / tan(F₁⁄2)

Stretched speeds up horizontal aim, so it needs a lower sens to stay 1:1 at the crosshair. Black bars aims like 16:9. Valorant (103°) and Marvel Rivals (~90°) have fixed FOVs.

Hipfire sens per game, 1:1 at the crosshair with your base; the same-cm/360 column shows the FOV-blind conversion for comparison.
Game Sensitivity (0% match) Sensitivity (same cm/360) eDPI Pro eDPI check Hipfire FOV cm/360 of the 0% match
Overwatch (base)2.2802.2803648✓ lower end of ≈3200–5600103.00°38.0 cm
CS20.7250.6841160✓ upper end of ≈600–1200106.26°35.8 cm
Valorant0.2150.215344✓ upper end of ≈200–400103.00°38.0 cm
Apex Legends0.8650.6841384✓ upper end of ≈600–1600115.63°30.0 cm
Marvel Rivals0.6860.8621098✓ lower end of ≈1000–200090.00°47.7 cm
Deadlock0.5440.684870✓ middle of ≈680–120090.00°47.7 cm

Pros in wide-FOV games run higher eDPI, which is exactly what a 0% conversion predicts and cm/360 misses (they disagree by 26% on Apex). Pro ranges: prosettings.net, proconfig.net.

What is 1:1 aim?

1:1 aim isn't as intuitive as I thought. My assumption was: a target is X cm from my crosshair, so I need to move my mouse X cm. Turns out that's not true. Moving your mouse X centimeters turns your crosshair X degrees, and degrees don't map evenly onto a flat screen (the math). So there's no clean 1:1 translation, just three common interpretations:

They give genuinely different numbers, and every converter or in-game default silently picks one.

Which 1:1 should you pick?

My conclusion, and what seems to be the common consensus: go for consistency near your crosshair (0% monitor distance). Even on large flicks good players finish with a micro-flick onto the target, so the flick that decides the fight happens near your crosshair. Every value on this page is a 0% match.

How does FOV come into play?

Zooming reduces your FOV: you see fewer degrees, so the same mouse movement (= degrees) covers more of your screen. The same happens between games with different hipfire FOVs: Overwatch and Valorant run 103°, CS2 runs 106.26°, Apex at the 100 setting runs 115.63°, Marvel Rivals is fixed at roughly 90°, and Deadlock's Camera FOV slider caps at 90° (all 16:9). Any conversion that ignores FOV, like plain cm/360, gives you a different on-screen result in every game.

How does the math work?

Your mouse turns centimeters into degrees of rotation. Your flat monitor turns degrees into pixels through a tangent:

screen position = distance × tan(angle)

The tangent grows faster as the angle increases, so one degree of rotation covers few pixels near the crosshair and many near the edge:

Top-down view of the game camera turning in equal 10-degree steps toward a flat screen The camera sits at the bottom left, aimed at the crosshair on a flat screen. Rays leave the camera at equal 10-degree steps, marked with angle arcs. On the screen, the first 10-degree step covers about 70 pixels, the second about 75, the third about 85, and the fourth about 105: the same rotation covers more and more pixels toward the screen edge. your camera flat screen crosshair 10° 10° 10° 10° 1st 10° ≈ 70 px 2nd 10° ≈ 75 px 3rd 10° ≈ 85 px 4th 10° ≈ 105 px…
Every 10° costs the same mouse movement, but covers more screen toward the edge.

The formulas

F₁ = hipfire FOV, F₂ = scoped FOV, p = monitor-distance fraction (0…1), both FOVs in the same aspect ratio.

Same cm to the screen edge = 100% monitor distance (linear / FOV-ratio)

sens% = (F₂ / F₁) × 100

Same cm at the crosshair = 0% monitor distance (tangent, “true 1:1”)

sens% = ( tan(F₂⁄2) / tan(F₁⁄2) ) × 100

General: exact 1:1 for a target at monitor distance p

sens%(p) = ( atan( p·tan(F₂⁄2) ) / atan( p·tan(F₁⁄2) ) ) × 100

As p → 0 this reduces to the tangent method; at p = 1 it equals the linear method. Everything on this page is computed from these three lines.

Worked example: Overwatch

The exact 1:1 value depends on where the target is on screen: left = crosshair, right = screen edge. The shape is the same in every game.

Per-game yaw value

Each game multiplies your mouse input by an engine constant called yaw: degrees of rotation per mouse count, per sensitivity unit. It's why "sens 2" means something completely different in Overwatch than in Valorant.

Yaw per game: degrees per mouse count per sensitivity unit.
Game Yaw
Overwatch0.0066°
CS20.022°
Valorant0.07°
Apex Legends0.022°
Marvel Rivals0.017453°
Deadlock0.022°

Community-established constants, as used by e.g. mouse-sensitivity.com. Heads up: some converters list Marvel Rivals with the standard Unreal 0.022 yaw, but measurements point to pi/180 (0.017453), as ultimatemove.eu documents.

eDPI

eDPI = in-game sensitivity × mouse DPI. It lets players with different DPI compare how fast they actually turn, but only within one game, since each game applies its own yaw.

Zoom values: Overwatch

Relative Aim Sensitivity While Zoomed, per hero, exact at the crosshair on 103 FOV.

Hero Value Zoom Scoped FOV
Ana37.892.64×50.94°
Widowmaker37.892.64×50.94°
Ashe51.471.94×65.81°
Cassidy51.471.94×65.81°
Emre54.691.83×69.02°
Freja62.501.60×76.32°

No official Blizzard source exists; these are the community-measured values, with the scoped FOVs back-solved from them (16:9). You'll sometimes see slightly different numbers (like 51.66 for Ashe): those come from re-deriving the value from a rounded FOV like 66°, so I stick to the measured ones. Emre's is the least settled: the only public measurement gives 54.69, while 55.08 also circulates (from a method that varies with aspect ratio, so it isn't a crosshair match). The spread is under half a percent, too small to feel.

Zoom values: CS2

The default zoom_sensitivity_ratio 1 matches at the edge of a 4:3 screen (75% monitor distance on a 16:9 monitor). One variable covers every weapon; 0.818933 is exact for the first zoom of the AWP and SSG 08, the rest lands within ~4%.

Exact 0% zoom_sensitivity_ratio per zoom level.
Weapon / zoom 0% value Zoom Scoped FOV (4:3) Scoped FOV (16:9)
AWP & SSG 08, first zoom0.8189332.75×40°51.77°
AUG & SG 5530.8284272.41×45°57.82°
SSG 08, second zoom0.7899157.60×15°19.91°
AWP, second zoom0.78739811.43×10°13.31°

Scoped FOVs are community-measured; Valve publishes neither them nor the formula. Sources:

Zoom values: Valorant

Valorant has two settings: the ADS Sensitivity Multiplier for weapons that aim down sights, and the Scoped Sensitivity Multiplier for the snipers. Both default to 1.0, which matches at the 16:9 screen edge (100% monitor distance). Each multiplier still covers several zoom tiers, so set it for the zoom you rely on most; the rest lands within a few percent (the Guardian strays furthest, about 7% off my rifle value).

Exact 0% multiplier per weapon (103° hipfire FOV, 16:9).
Weapon / zoom Setting 0% value Zoom Scoped FOV
StingerADS0.9078361.15×89.57°
SpectreADS0.9078361.15×89.57°
BulldogADS0.8704391.25×82.40°
GuardianADS0.8149321.5×68.67°
PhantomADS0.8704391.25×82.40°
VandalADS0.8704391.25×82.40°
AresADS0.9078361.15×89.57°
OdinADS0.9078361.15×89.57°
MarshalScoped0.7311173.5×29.43°
OutlawScoped0.7311173.5×29.43°
Operator, first zoomScoped0.7474622.5×41.20°
Operator, second zoomScoped0.7227765×20.60°

Scoped FOVs are the locked 103° divided by Riot's zoom number: the magnification is a straight FOV ratio, so 2.5× means 103 / 2.5 = 41.2°. That's the FOV aim trainers use to replicate the Operator, and it's what every sensitivity calculator I checked agrees on. Sources:

Zoom values: Apex Legends

Apex scales ADS sensitivity by the focal-length (tangent) ratio, so the default 1.0 is already an exact 0% match for every optic, at any FOV. Leave everything at 1.0. The optic FOVs are tuned to exact magnifications at 70 FOV and scale linearly with your FOV setting, so the table shows the effective zoom at 100 FOV.

One gotcha when comparing FOV numbers: Apex's FOV setting is 4:3 based, while Overwatch and Valorant count theirs in 16:9. So 103 in Apex is not 103 in Overwatch: Apex at 100 is really 115.63° on a 16:9 monitor, and to match Overwatch's 103° you'd set Apex to about 86.6.

Apex optic tiers at 100 FOV (16:9).
Optic 0% value Zoom ADS FOV (16:9)
Iron sights1.01.46×94.97°
1x1.01.28×102.10°
2x1.02.28×69.68°
3x1.03.51×48.75°
4x1.04.72×37.25°
6x1.07.11×25.18°
8x1.09.51×18.98°
10x1.011.89×15.22°

Sources:

Zoom values: Marvel Rivals

Good news: like Apex, Marvel Rivals scales ADS sensitivity at the crosshair (0%) natively, so the default ADS Sensitivity Multiplier of 1.0 is already 1:1. Black Widow's scope is the only real zoom. Iron Man's Armor Overdrive, The Punisher's turret and Hela's ultimate don't change your FOV, so they just use your hipfire sens.

Two caveats. NetEase doesn't publish the FOV and there is no FOV setting: community measurements point to roughly 90° at 16:9, which is what I use in the calculator, but you'll also see 103 claimed. I tested this myself with a ruler: measuring a full 360 and then sweeping a landmark from screen edge to screen edge puts the FOV at 90° and clearly rules out 103. My raw sweeps read a couple degrees high (92 to 94), but that's the parallax you'd expect from the third-person camera orbiting behind the character rather than rotating in place. The same test confirmed the pi/180 yaw. And since it's a third-person game, 1:1 here means camera rotation, with some third-person quirks around the crosshair that no setting can fully fix.

Sources:

Zoom values: Deadlock

Deadlock runs on Source 2 and uses the same 0.022 yaw as CS2, so a CS2 sens carries over 1:1 before the FOV correction. The Camera FOV slider goes from 75 to 90 (horizontal, 16:9); I max it at 90, and the calculator defaults to that. Every hero has a right-click weapon zoom controlled by the Zoom Sensitivity Ratio setting, and Vindicta's ultimate adds a proper scope with multiple zoom levels.

This is the one game where I can't give you exact 0% values, because nobody has published measured scoped FOVs. mouse-sensitivity.com models the zooms per hero group (most heroes share one, a few differ, plus the Sharpshooter item and Vindicta's scope), but the numbers sit behind their premium tier. On top of that the zoom sensitivity has a bug history: for a while Vindicta's scope ignored the setting entirely until a developer fixed it. So I leave the ratio at the default 1.0 for now. The standard weapon zoom is mild, and the milder the zoom, the less the match methods disagree, so whatever the default matches, the error at the crosshair stays small. Like Marvel Rivals it's a third-person game, so 1:1 here means camera rotation. I'll update this section once solid measurements exist.

Sources:

Disclaimer

All scoped FOVs and engine constants are community-derived (sources per section). Overwatch, Counter-Strike, Valorant, Apex Legends, Marvel Rivals, and Deadlock are trademarks of their respective owners; this is an unofficial fan resource.