Overwatch 1:1 Scoped Sens

Per-hero 1:1 values, what 1:1 actually means, and how monitor distance fits in.

What “1:1” even means

Scoping reduces your FOV, so the same mouse movement covers more screen distance. Relative Aim Sensitivity While Zoomed is a per-hero angular multiplier that compensates for the zoom, independent of DPI/cm-per-360. At the right value, you move your mouse the same distance to reach a target on screen whether you're scoped or not. That's “1:1”.

Why 1:1 near the crosshair ≠ 1:1 near the edge

Your mouse maps centimeters to degrees of rotation, a fixed number of degrees per cm, regardless of FOV. But your flat monitor maps degrees to pixels through a tangent:

screen position = distance × tan(angle)

The tangent grows faster and faster as the angle increases, so the screen edges are “stretched”: one degree of rotation near the crosshair moves the image only a few pixels, while one degree near the edge moves it many. Equal angles, unequal pixels.

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…
Each ray is one more 10° turn of your camera, and every 10° costs the same mouse movement. Near the crosshair, 10° covers about 70 px of screen; three steps later the same 10° covers 105 px. Pixels-per-degree is lowest at the crosshair and grows toward the edge.

Exact 1:1 at every point on screen

The exact 1:1 value changes depending on where the target is on screen. Left = crosshair, right = screen edge.

The formulas

Let F₁ = hipfire horizontal FOV (default 103), F₂ = the hero's scoped horizontal FOV, and p = monitor-distance fraction (0…1). Angles are in degrees (converted to radians for tan/atan in the code).

Linear / FOV-ratio = 100% monitor distance

sens% = (F₂ / F₁) × 100

Tangent (“true 1:1”) = 0% monitor distance

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. The calculator and chart on this page are computed from these three lines, nothing else.

Interactive calculator

Pick your hipfire FOV and where on screen you want scoped aim to match hipfire exactly. The table gives you the number to enter in-game.

Overwatch's FOV setting is horizontal FOV. Default and most common: 103.

0% = 1:1 at the crosshair. 100% = 1:1 at the screen edge.

Relative Aim Sensitivity While Zoomed per hero for your settings. Values rounded to 2 decimals.
Hero 0% monitor distance Your value 100% monitor distance Zoom Scoped FOV
Ana37.89%38.56%49.46%2.64×50.94°
Widowmaker37.89%38.56%49.46%2.64×50.94°
Ashe51.66%52.43%64.08%1.94×66°
Cassidy51.66%52.43%64.08%1.94×66°
Emre54.98%55.76%67.28%1.82×69.3°
Freja62.48%63.26%74.08%1.60×76.3°

There is no official Blizzard source for the scope multipliers or scoped FOVs. The community reverse-engineered them by measuring cm/360 scoped vs unscoped and back-solving the FOV from the sensitivity formula. Sources (16:9):

The same math in CS2 and Valorant

Monitor distance is not an Overwatch quirk: any game that lowers FOV while scoping runs into the same tangent stretch. CS2 and Valorant just use one setting for every weapon instead of a per-hero value, and their defaults sit at different match points.

CS2

The default zoom_sensitivity_ratio 1 matches at the edge of a 4:3 screen, which on a 16:9 monitor (106.26° hipfire FOV) is 75% monitor distance. A 0% (crosshair) match instead needs

zoom_sensitivity_ratio = (F1 / F2) × tan(F2/2) / tan(F1/2)

with FOVs in 4:3 degrees (hipfire F1 = 90°). One console variable covers every weapon and zoom level, so you pick which zoom to be exact for. The community standard 0.818933 is exact for the first zoom of the AWP and SSG 08; the other zooms land within about 4% of it.

Exact 0% monitor distance zoom_sensitivity_ratio per CS2 zoom level.
Weapon / zoom Scoped FOV (4:3) 0% value
AWP & SSG 08, first zoom40°0.818933
AUG & SG 55345°0.828427
SSG 08, second zoom15°0.789915
AWP, second zoom10°0.787398

Valorant

The scoped sensitivity multiplier default of 1.0 matches at the 16:9 screen edge, 100% monitor distance (sensitivity converters call it monitor distance vertical 177.78%). Scoped micro-adjustments near the crosshair therefore run faster than hipfire by default, and values below 1 move the match point inward. Unlike Overwatch's scoped FOVs, Valorant's per-zoom FOVs have no community-verified table, and one multiplier covers everything from rifle ADS to the Operator's second zoom, so no single exact 0% value exists. For an exact per-weapon value, use the mouse-sensitivity.com calculator.

The CS2 values follow from the formula above and the community-measured scoped FOVs; Valve publishes neither. Sources: