How CS2 to Marvel Rivals conversion works
Marvel Rivals turns the camera 0.0175° per count at sensitivity 1. CS2 turns it 0.022°, so the same number is a little slower in Marvel Rivals and your value goes up by about a quarter. CS2 1.0 becomes 1.257.
The converter above starts on CS2 → Marvel Rivals. Enter your CS2 sensitivity and DPI to get the Marvel Rivals value with the same 360° turn distance, along with cm/360°, in/360° and eDPI. If you play Rivals on another DPI, set it under Convert To.
CS2 to Marvel Rivals formula
Marvel Rivals sens = CS2 sens × 0.022 / 0.0175 = CS2 sens × 1.257. At 800 DPI, CS2 1.5 gives Marvel Rivals 1.886, and both settings need 34.64 cm for a full turn.
CS2 to Marvel Rivals sensitivity table
CS2 sensitivity (800 DPI) | eDPI | cm/360° | Marvel Rivals sens (800 DPI) | Marvel Rivals sens (1600 DPI) |
|---|---|---|---|---|
1 | 800 | 51.95 | 1.257 | 0.629 |
1.25 | 1000 | 41.56 | 1.571 | 0.786 |
1.5 | 1200 | 34.64 | 1.886 | 0.943 |
2 | 1600 | 25.98 | 2.514 | 1.257 |
2.5 | 2000 | 20.78 | 3.143 | 1.571 |
Third-person camera and aim feel
Marvel Rivals uses a third-person camera, with your hero off to one side and the view rotating around a point behind them. cm/360° still describes the full turn exactly. Small corrections can feel different from CS2’s first-person view, though, because the camera sits behind and beside your hero rather than at its eyes.
Many heroes don’t aim like a rifle at all. For beam, melee and projectile heroes, the converted value is a starting point for turning speed, and tracking feel is worth testing in practice mode.