How the conversion works

Deadlock turns you 0.044° per mouse count at sens 1; CS2 turns 0.022°. To keep the same physical movement, the sens scales by the ratio of those yaws: 0.044 ÷ 0.022 = 2.0000. Your DPI stays out of it as long as it's the same in both games.

view rotation after 500 mouse counts, at sens 1

Deadlock is the conversion people get wrong most. Because both games run on Source 2, a widespread claim says the sensitivity is 1:1 with CS2. It is not: measured data puts Deadlock's yaw at 0.044, exactly double CS2's 0.022, so the same number turns you twice as far. Halve your CS2 sens for Deadlock (or double it coming the other way) and your cm/360 carries over exactly.

Assumes the same DPI in both games; the number that transfers between games is the physical distance (cm/360). Most pros land between 25 and 55 cm.

Quick reference (at 800 DPI)

Deadlock sensCS2 senscm/360
0.320.64081.2 cm
0.561.12046.4 cm
0.801.60032.5 cm
1.122.24023.2 cm
1.603.20016.2 cm

Doubling feels wrong, and it is right

Heading into CS2, your number gets bigger, and the usual mistake runs the other way: typing your Deadlock sens straight into CS2 because both games are Source 2. That leaves CS2 at half speed. Deadlock 0.8 at 800 DPI is a 32.5 cm turn. The same 0.8 in CS2 is 64.9 cm, so every flick stops short of where your hand expects it to land. Type 1.6 and the full turn is back to 32.5 cm.

What the number cannot carry across: field of view

Deadlock lets you set Camera FOV between 75 and 90 degrees, measured across a 16:9 screen, and the default is 90. CS2 has no FOV slider. On a 16:9 resolution it always shows 106.26 degrees across. With cm/360 matched, the full turn is identical, but CS2 fits more of the world into the same screen. A flick from the crosshair to the screen edge covers 53 degrees in CS2 against 45 in Deadlock, about 18% more hand travel. For small corrections close to the crosshair, the gap is nearer a third.

That is why a correctly converted sens can feel slow in CS2 for the first few sessions. Nothing is wrong with the number: the turn is the same and the view is wider. If you play CS2 at 4:3 stretched, a common setup, the game shows 90 degrees across the full width and the horizontal difference goes away.

No single number fixes both, because Deadlock's slider stops at 90 and cannot reach CS2's view. The converter matches the full turn, the part that carries between games reliably, so start there before you adjust anything.

What changes between Deadlock and CS2

Deadlock is Source 2 like CS2 and reads sensitivity from its own autoexec.cfg under citadel/cfg, but its yaw is exactly double CS2's, so identical numbers are not identical aim.

CS2 reads sensitivity from the console or autoexec.cfg with up to five decimals, and raw input is always on. Scoped weapons use zoom_sensitivity_ratio_mouse (default 1.0). Pros mostly sit between 0.8 and 1.3 at 800 DPI, or double that at 400.

Double your Deadlock number for CS2. Players who set Deadlock "the same as CS2" on day one and adapted have been playing at half their old cm/360 without noticing; if that is you, convert the Deadlock value you actually use, not the CS2 number you remember, and expect CS2 to feel slower than it used to.

Questions

How do I convert Deadlock sensitivity to CS2?

Multiply your Deadlock sens by 2.0000 (the ratio of the games' yaw values, 0.044 / 0.022). At the same DPI this keeps your physical mouse movement identical: 0.8 in Deadlock becomes 1.600 in CS2.

Does my Deadlock scoped or ADS sensitivity carry over to CS2?

Not by itself. In Deadlock, the hipfire sensitivity cvar is the number that matters for nearly every weapon. In CS2, scoped weapons use zoom_sensitivity_ratio_mouse, also a factor on hipfire (default 1.0). Convert hipfire with the multiplier above, then set CS2's scoped value so it matches how you have Deadlock set up.

Do I need the same DPI in both games?

The simple multiplier assumes the same DPI. If you change DPI too, use the full formula: target sens = (source DPI × source sens × source yaw) ÷ (target DPI × target yaw). The converter above handles this automatically.

A converted number is a starting point; your hands confirm it. Run a couple of free rounds and feel whether the distance is right.

Test It Free in the Trainer

More conversions

All conversions live on the sensitivity converter. For finding a sens from scratch rather than porting one, read How to Find Your Ideal Mouse Sensitivity.