To get the same aim in Marvel Rivals, multiply your Valorant sensitivity by 4.011. 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 Valorant sensitivities and the matching Marvel Rivals values (same DPI). The cm/360 column is at 800 DPI.
| Valorant | Marvel Rivals | cm/360 at 800 DPI |
|---|---|---|
| 0.2 | 0.802 | 81.6 cm |
| 0.25 | 1 | 65.3 cm |
| 0.3 | 1.2 | 54.4 cm |
| 0.35 | 1.4 | 46.7 cm |
| 0.4 | 1.6 | 40.8 cm |
| 0.45 | 1.8 | 36.3 cm |
| 0.5 | 2.01 | 32.7 cm |
| 0.6 | 2.41 | 27.2 cm |
| 0.7 | 2.81 | 23.3 cm |
| 0.8 | 3.21 | 20.4 cm |
Valorant turns the camera by 0.07° 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 = Valorant sens × 0.07 ÷ 0.017453 = Valorant sens × 4.011
This matches hip-fire aim. Set scoped and ADS sensitivity separately in Marvel Rivals.
Multiply your Valorant sensitivity by 4.011 (at the same DPI). For example, 0.45 in Valorant is 1.8 in Marvel Rivals.
0.45 in Valorant equals 1.8 in Marvel Rivals at the same DPI. At 800 DPI that is 36.3 cm per 360° turn in both games.
Not if you keep the same DPI in both games: the ratio stays 4.011. 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 Valorant 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.