R6 Calibration Console

Two-way conversion

R6 to CS2 Sensitivity Converter

Convert PC hip-fire sensitivity between Rainbow Six Siege and CS2 by matching cm/360. Both DPI values and the R6 multiplier participate in the calculation; no false 1:1 setting is assumed.

Conversion direction

R6 defaults to 0.02 in GameSettings.ini. Enter your configured value if you changed it. The 800 DPI values are editable calculator conveniences, not game defaults.

Quick start

How to Use the R6 to CS2 Converter

How do I choose the conversion direction?

Select R6 → CS2 if you are moving from Siege to Counter-Strike, or CS2 → R6 if you are going the other way. The converter defaults to R6 → CS2.

What sensitivity and DPI do I enter?

Enter your source sensitivity, source DPI, target DPI, and the MouseSensitivityMultiplierUnit from your R6 GameSettings.ini file. R6 defaults to 0.02; 800 DPI is only the calculator's editable starting value.

How do I apply the result in-game?

For R6 → CS2, copy the displayed decimal. For CS2 → R6, use the nearest whole-number 1–100 slider and review its cm/360 difference; the ideal fractional value is not directly enterable in R6.

What formula does the R6 to CS2 converter use?

It matches PC hip-fire cm/360 by equating DPI × sensitivity × yaw. Ubisoft documents the R6 multiplier relationship and its 0.02 default; model 2026-08-24-v1 separately labels R6 0.00573 and CS2 0.022 yaw anchors as community measured.

Why test anyway

Why R6 and CS2 Feel Different After Matching Hip-Fire cm/360

This converter matches physical hip-fire turn distance with cm/360 = 914.4 ÷ (DPI × sensitivity × yaw). R6 gain uses horizontal sensitivity × MouseSensitivityMultiplierUnit × input yaw; CS2 uses sensitivity × m_yaw.

Ubisoft documents the R6 input relationship and the default multiplier 0.02, but not a degrees-per-count yaw constant. Model 2026-08-24-v1 therefore discloses community-measured anchors, cross-checked against FPSSensitivity's published model: R6 0.00573 at multiplier 0.02 and CS2 0.022. They are assumptions that require revalidation after input-system updates, not official permanent constants.

Matching hip-fire cm/360 does not make ADS, FOV, recoil, movement, vertical input, controller input, or perceived aim identical. Test the legal in-game result before changing other settings.