To get the same aim in Marvel Rivals, multiply your Overwatch 2 sensitivity by 0.3782. Enter yours below for the exact value, your cm/360 and the result at a new DPI.
| Game | Sensitivity |
|---|
* Value measured by players, not published by the developer. Hip-fire only: scoped / ADS sensitivity uses a separate setting in each game.
Common Overwatch 2 sensitivities and the matching Marvel Rivals values (same DPI). The cm/360 column is at 800 DPI.
| Overwatch 2 | Marvel Rivals | cm/360 at 800 DPI |
|---|---|---|
| 3 | 1.13 | 57.7 cm |
| 3.5 | 1.32 | 49.5 cm |
| 4 | 1.51 | 43.3 cm |
| 4.5 | 1.7 | 38.5 cm |
| 5 | 1.89 | 34.6 cm |
| 5.5 | 2.08 | 31.5 cm |
| 6 | 2.27 | 28.9 cm |
| 7 | 2.65 | 24.7 cm |
| 8 | 3.03 | 21.6 cm |
Overwatch 2 turns the camera by 0.0066° per mouse count at sensitivity 1, and Marvel Rivals by 0.017453° (measured by players, no official number). Dividing one by the other gives the ratio:
Marvel Rivals sens = Overwatch 2 sens × 0.0066 ÷ 0.017453 = Overwatch 2 sens × 0.3782
This matches hip-fire aim. Set scoped and ADS sensitivity separately in Marvel Rivals.
Multiply your Overwatch 2 sensitivity by 0.3782 (at the same DPI). For example, 5 in Overwatch 2 is 1.89 in Marvel Rivals.
5 in Overwatch 2 equals 1.89 in Marvel Rivals at the same DPI. At 800 DPI that is 34.6 cm per 360° turn in both games.
Not if you keep the same DPI in both games: the ratio stays 0.3782. If you also change your mouse DPI, enter the new value in "New DPI" and the converter adjusts the Marvel Rivals sensitivity so your cm/360 stays the same.
The conversion matches how far you turn. Field of view, frame rate, recoil and the size of targets on screen still differ between Overwatch 2 and Marvel Rivals. Turn off mouse acceleration, use raw input, and give it a few games.
There is no official number from the developer, so we use the value measured by the community. It is accurate for normal (hip-fire) aim; recheck after big game updates.