SensScale.
ESPORTS TELEMETRY ARCHITECTURE

Engineered for Aim Athletes. Grounded in Sub-Pixel Math.

SensScale was founded by competitive FPS engineers and aim enthusiasts who grew exhausted by bloated, paywalled legacy calculators with outdated yaw numbers and disruptive ads. Our mission is singular: provide instantaneous, zero-latency 1:1 camera rotation conversion across every major 3D engine in existence.

0ms Input Latency

All mathematical conversions compute locally in your browser. No server round-trips, no loading spinners, and zero layout shift ($CLS = 0$).

100% Free Forever

Competitors paywall newly released games behind $3-$5 monthly memberships. SensScale provides all 120+ engines completely unrestricted to the esports community.

Verified Camera Yaws

Constants are extracted directly from native engine memory dumps, SDK headers, and game configuration files—never guessed or estimated.

[THE CORE FORMULA]

How Engine Camera Yaw Multipliers Work

When you move your physical mouse across a pad, its optical sensor records discrete counts of movement (determined by your hardware DPI). In an FPS game, the game engine does not move a 2D cursor; instead, it rotates a 3D camera around its vertical axis (Yaw) and horizontal axis (Pitch).

// Angular Degrees Per Mouse Count:
Camera Rotation (Degrees) = Mouse Counts × In-Game Sensitivity × Engine Yaw Constant
// True Cross-Game 1:1 Sensitivity Conversion Formula:
Target Sens = (Source Sens × (Source Yaw / Target Yaw)) × (Source DPI / Target DPI)

Because different engines assign drastically different native angular constants to their sensitivity sliders, your muscle memory cannot rely on the raw number. For instance:

SOURCE & SOURCE 2 0.022° / count CS2, CS:GO, Apex, TF2
RIOT VALORANT (UE4) 0.070° / count Exact 3.1818x CS2 ratio
OVERWATCH 2 / COD (IW) 0.0066° / count Warzone, Destiny 2, BO6
EPIC FORTNITE 0.005555° / count UE5 custom percentage slider
UBISOFT ANVIL / DUNIA 0.00572° / count Rainbow Six Siege (Default 50)
FROSTBITE ENGINE 0.0066° / count Battlefield 2042, BFV, BF1
[PHYSICAL BENCHMARK]

Why cm/360° is the Universal Aim Standard

While "eDPI" is convenient for talking to teammates within the exact same game, it has zero scientific validity across different engines. A 280 eDPI in Valorant equals 890.9 eDPI in Counter-Strike 2.

Human muscle memory does not store slider floats or game-specific eDPI values; it relies on proprioception—the precise motor memory of how many millimeters your wrist, forearm, and shoulder must travel across your mousepad to snap your crosshair 90 degrees to an enemy's head.

The Physical Circumference Formula: cm/360 = (360 × 2.54) / (In-Game Sensitivity × Native Yaw × Hardware DPI)
[LABORATORY PROTOCOL]

SensScale Telemetry Rig & Verification

Every game engine in our database undergoes a strict three-tier verification protocol before being marked as verified:

STEP 1
Engine Console & Config File Audit

We inspect engine configuration files (GameUserSettings.ini, cs2_user_keys.vcfg, settings.cfg) and verify the internal pitch/yaw cvars.

STEP 2
Hardware Turn-Table Angle Calibration

Using optical encoders on high-precision mechanical rigs, we transmit 10,000 counts of raw mouse input and record angular rotation in degrees down to four decimal places.

STEP 3
Community Pro Athlete Cross-Validation

We cross-validate calculated numbers with Tier-1 professional athlete tournament configurations to ensure full alignment with competitive reality.

Want to submit a new title or patch correction?
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