GunZ: The Duel Sens Converter: Carry Your Old Sensitivity to Steam
The Problem
Returning veterans from classic GunZ, FGunZ or Freestyle GunZ builds have years of aim muscle memory — and the remaster is a fresh client where your old in-game sensitivity number may not feel identical. Players coming from CS2, Valorant or Apex have the opposite problem: a number that means nothing in GunZ. Both cases resolve the same way: match your physical turn distance (cm/360), because that is what your hand actually learned.
Sens Converter (Calculator)
Pick the game you are coming from, type your in-game sensitivity and mouse DPI, and the calculator gives the cm/360 (and inches/360) your hand is used to. That number is the target you reproduce in GunZ using the measurement section below. Runs in your browser, nothing is sent anywhere.
Your target: – cm/360 (– in/360) · eDPI – · –° per count
Now map it to GunZ. In the remaster, set any sensitivity value, place your mouse on a mark, turn exactly one full rotation and measure the distance. Enter the three numbers:
Suggested GunZ sensitivity for your target: – (assumes the slider scales linearly — verify with one more measured turn; the measured sens gives –° per count)
How the source-game math works. Each game turns one mouse count into a fixed number of degrees (“yaw”) multiplied by your sensitivity. cm/360 = 360 ÷ (yaw × sens × DPI) × 2.54. The constants above are the ones published by at least two independent converter references (ultimatemove.eu, hangon.live, mousetester.io, boostroyal): Source-family games 0.022°, Valorant 0.07°, Overwatch 2 and Call of Duty 0.0066°. Valorant to CS2 is therefore ×3.18. Games whose constant those references disagree on (Rainbow Six, Marvel Rivals) are deliberately not in the list.
Why GunZ needs the measured step. No verified degrees-per-count constant exists for the 2026 remaster’s sensitivity slider — one r/gunz setup thread (Feb 2026) quotes “1600 DPI with 736 in-game sens”, which tells you the slider takes large whole numbers but not what one unit equals. So instead of guessing, you measure one turn at any value and the tool scales from there.
DPI and eDPI Reference (Source-Scale Sensitivity)
For players converting from CS2, Apex or other 0.022-yaw games: the same in-game number means a different turn distance at each DPI. eDPI = sens × DPI; cm/360 is what your arm feels.
| Sens (0.022 yaw) | eDPI at 400 / 800 / 1600 DPI | cm/360 at 400 DPI | at 800 DPI | at 1600 DPI |
|---|---|---|---|---|
| 1.0 | 400 / 800 / 1600 | 103.9 cm | 52.0 cm | 26.0 cm |
| 1.5 | 600 / 1200 / 2400 | 69.3 cm | 34.6 cm | 17.3 cm |
| 2.0 | 800 / 1600 / 3200 | 52.0 cm | 26.0 cm | 13.0 cm |
| 2.5 | 1000 / 2000 / 4000 | 41.6 cm | 20.8 cm | 10.4 cm |
| 3.0 | 1200 / 2400 / 4800 | 34.6 cm | 17.3 cm | 8.7 cm |
Read across, not down: 1.0 at 1600 DPI is the same hand movement as 2.0 at 800 DPI. Whatever cell matches you is your target for the GunZ measurement above.
The cm/360 Method (Works Every Time)
- Measure your old cm/360. In your old client (or from memory of your setup), place your mouse at a mark, turn exactly one full rotation in-game, and measure the distance. Repeat three times and average
- Reproduce it in the remaster. Set a test value, measure once, then let the calculator scale it — or adjust by hand until one full 360 takes the same physical distance
- Fine-tune with the butterfly. Run the butterfly drill; if your camera drifts during loops, nudge sensitivity in small steps — movement rhythm is more sensitive to aim feel than raw flicks
DPI Notes
- Keep Windows pointer settings at default (6/11, no enhanced precision) so measurements are comparable
- If you changed mice since the old days, cm/360 still works — it absorbs DPI differences by definition
- Write your final number down; the Sep 1 patch touched network ports rather than input, but any client patch can change input handling and you will want to re-verify quickly
- Binds are the other half of the setup — see the keybinds guide
Why We Don’t Publish a GunZ Multiplier
Fixed “old value × N = new value” tables break whenever a client patches input handling, and no verified constant for the remaster slider exists yet. The measured method has no such failure mode. If the community establishes a verified degrees-per-count value for the remaster, it will be added to the calculator with sources.