Rust sensitivity converter
Converts another game's mouse sensitivity to Rust for the same hipfire turn.
Game conversion
Windows mouse, acceleration off. Aim down sights is tuned separately. Method and evidence →
FOV-based estimate
Rust sensitivity to try
Complete steps 1 and 2 to see a setting.
Measured distance
Measure one full turn in each game, or enter a target you already know. How to measure →
Starting point to verify
Rust sensitivity to try
Complete steps 1 and 2 to see a setting.
How game conversion works, and its limits
Rust turns each raw mouse count into 0.05 × 3 × FOV ÷ 100 × sensitivity degrees, which is 0.0015 × FOV × sensitivity. At Rust's default FOV 75 that is 0.1125 per point of sensitivity, the fixed value Aimlabs and KovaaK use for Rust. At FOV 90 it is 0.135, so the same setting turns 20% further. That is why the tool asks for your FOV:
Rust sensitivity = source degrees per count × source DPI ÷ (0.0015 × Rust FOV × Rust DPI)
We traced this path in the Windows client, build 25455646, on 23 September 2026. input.sensitivity is read with no clamp or curve. graphics.fov is limited to 70 to 90 and copied unchanged into the camera FOV every frame. The mouse delta is Unity's raw-input count, scaled by Unity's legacy 0.05 mouse factor. In hipfire nothing else multiplies it: no smoothing, frame-time or DPI term. Older Rust builds used the same sensitivity × 3 × FOV ÷ 100 chain.
The same values come out of mouse-sensitivity.com's FOV-scaled Rust calculator, and at FOV 75 they equal the fixed 0.1125 that Aimlabs and KovaaK use. Those figures predate Rust's June 2026 input update, which Facepunch scaled to feel the same as before.
Limits. This is code evidence, not a gameplay measurement on the current build, so check a full turn. It covers Windows mouse hipfire in first person, on foot. Aiming down sights adds input.ads_sensitivity and the zoomed FOV; mounted, wounded and third-person views differ. Remote desktop, streaming, tablet input and macOS do not deliver raw mouse counts.
Source profiles come from Aimlabs and KovaaK, plus game code where it is published, such as Valve's Source SDK. Each game's conditions and sources are available beside its input. We keep nonlinear formulas and ask for source FOV where the profile uses it. Games whose published profiles conflict with no way to reconcile them, or that have no profile for a specific release, are left out. Where profiles differ, as with PUBG's FOV model, or where a profile's coverage of related releases is inferred, that game's conditions say so. Measured distance remains available to calibrate against your own setup.
How to measure a full turn
- In the other game, use your usual mouse DPI and hipfire settings. Stand still, face an easy-to-recognise landmark and mark the mouse sensor's starting position on your desk. If you already know your target cm/360, you can enter that directly.
- Move the mouse horizontally until you turn exactly once and face the same landmark again. Keep it flat and pointing in the same direction; do not lift or rotate the mouse during the sweep. Measure the distance the sensor travelled. This is your cm/360, or inches/360.
- Repeat at least three times and average readings that agree closely. If they vary, check your setup and repeat before calculating. If a full turn does not fit, measure a half turn and double the distance. Keep acceleration off; similar slow and fast movements should give the same turn distance.
- In Rust, choose the DPI and FOV you intend to play at. Press F1 and enter
input.sensitivityto read your current setting. Measure a full turn without aiming down sights or holding freelook. - Enter both distances and your current Rust sensitivity above. Apply the suggested setting, then measure again to check that the turn distance matches your target.
Use the same mouse, Rust DPI, FOV and input settings for calibration and the final check. Remeasure if these change. Your other game's DPI can differ: its measured distance already includes that setting.
What the measured conversion matches
Measured distance aims to match the physical mouse distance needed for one 360° hipfire turn. It does not promise identical on-screen feel, recoil, aiming-down-sights sensitivity or scope behaviour. Controller input is outside this tool's scope.
This calculation uses your measured Rust setup instead of a preset. It assumes sensitivity scales turning speed proportionally while that setup stays fixed:
new sensitivity = current sensitivity × Rust turn distance ÷ target turn distance
For example, 0.4 sensitivity with a 30 cm turn becomes 0.3 to target a 40 cm turn. The output has six significant digits for entry, but its accuracy depends on your measurements. Always verify it in game.
Which games can I measure?
You can use a measured horizontal hipfire turn from a PC mouse game where repeated slow and fast sweeps produce a consistent distance. No game preset is required. Keep acceleration off, and measure the exact input mode you want to match.
Facepunch's 2019 ADS explanation discusses field-of-view scaling, and its 2021 update introduces a separate ADS multiplier. Neither establishes a current universal hipfire conversion constant.
The physical turn-distance method is described in Mouse Sensitivity in First-person Targeting Tasks (IEEE CoG, 2022, section II.C).
Do I need DPI, and what does eDPI mean?
Game conversion does not need a DPI number when you use the same DPI in both games: it cancels from the ratio. If your DPI differs, enter both values. Optional DPI also lets us calculate a target cm/360 and eDPI; neither is a physical measurement.
You do not need to enter DPI for measured calibration: your measured Rust turn distance already includes it. Keep that DPI unchanged while applying and checking the starting point.
Enter the optional Rust mouse DPI to see eDPI: DPI × Rust sensitivity. For example, 800 DPI at 0.4 sensitivity is 320 eDPI. It describes the settings you entered; it is not a measurement of turning speed.
Do not match eDPI numbers between different games. Their sensitivity scales differ. CORSAIR's eDPI explanation also distinguishes decimal values from percentage settings. Custom input settings and nonlinear sliders further limit comparisons, even within one game.
Can a browser mouse swipe calculate my Rust sensitivity?
A browser can record mouse movement, but cannot observe how far the camera turns inside Rust. Screen pixels also do not tell us your physical mouse DPI. A straight-line swipe alone cannot establish an accurate Rust sensitivity.
Measure a turn in Rust for calibration. Browser pointer lock can help build mouse-input tools, but it does not supply Rust's camera response.
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