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FOV explained: why the same sens feels different between games

Guide · 6 min read · Updated November 2026

You converted your sens perfectly, the cm/360 matches to the decimal, and it still feels off in the new game. The reason is almost always the field of view (FOV), and this guide explains what it does to your aim and how to deal with it.

What FOV actually is

The field of view is the angle of the game world you see on your screen. A wider FOV shows more of the world (more peripheral vision, things look smaller and further away). A narrower FOV shows less, so everything looks bigger, a bit like a light zoom.

Horizontal vs vertical FOV

FOV can be measured in two directions:

  • Horizontal FOV: the angle from the left edge to the right edge of the screen.
  • Vertical FOV: the angle from the bottom edge to the top edge.

For the same image, the horizontal value is always bigger than the vertical one on a widescreen monitor. That is why comparing "90 FOV" in one game with "90 FOV" in another is often meaningless: one may be horizontal, the other vertical, and one may even be based on a different aspect ratio than your screen.

Aspect ratio and "Hor+" scaling

Many games use what is called Hor+ scaling: the vertical view stays fixed, and a wider screen simply shows more on the sides. CS2 is the classic example. Its FOV is defined as 90° horizontal at 4:3. On a 16:9 monitor, the vertical view stays the same and the sides are extended, so the real horizontal FOV becomes about 106.26°. That is also why playing 4:3 stretched in CS2 changes how big targets look, and why horizontal and vertical movement no longer feel the same (more on that in the stretched resolution tool).

FOV in popular FPS games

GameHow FOV worksWhat it means on 16:9
CS2Fixed, 90° horizontal defined at 4:3About 106.26° horizontal (Hor+)
ValorantFixed, 103° horizontal103° horizontal, about 70.5° vertical
Rainbow Six SiegeSlider in vertical FOV, 60 to 9060 vertical is about 91.5° horizontal, 90 vertical is about 121° horizontal
Overwatch 2Slider 80 to 103, horizontalThe number shown is the horizontal FOV at 16:9
Apex LegendsSlider 70 to 110, value based on 4:3The real horizontal FOV is wider than shown: 90 gives about 106°, 110 about 125°
Call of DutySlider, typically 60 to 120, with an ADS FOV option (affected or independent)The exact type of FOV depends on the title, check the specific game

For Call of Duty, the ADS option matters: with "affected", your FOV when aiming down sights scales with your main FOV setting, while "independent" keeps the ADS zoom level fixed whatever your main FOV is. This changes how scoped sensitivity feels, so treat it as part of your setup.

Why the same sens feels different between games

Here is the key point. If two games have the same cm/360, moving your mouse 10 cm turns your character by exactly the same angle in both. The turning speed is identical. Your flicks to a target behind you, or a 90° turn to check a corner, will land in the same place.

But your screen does not show the same amount of the world. With a narrower FOV, the image is more zoomed in. A 1° rotation covers more pixels on screen, so a small mouse movement moves your crosshair further across the image, relative to what you see. Your eyes judge speed from what moves on screen, so the narrower FOV game feels faster, even though in degrees it is exactly the same.

The opposite is true for a wide FOV: the world looks smaller, and the same rotation moves the picture less, so the sensitivity feels slower, especially around the crosshair.

Same cm/360 means same turning speed in degrees. Different FOV means the image moves differently on your screen. Both are true at the same time, and that is why a "perfect" conversion can still feel wrong.

The two main ways to convert sensitivity

1. Same 360° distance (classic method)

This keeps your cm/360 identical between games. It is what most converters do by default, and it is simple: you only need the yaw of each game. From CS2 to Valorant, the multiplier is 0.022 / 0.07 ≈ 0.314. So a CS2 sens of 1.2 becomes about 0.377 in Valorant.

Strength: your big movements stay identical. Turning around, checking a side, flicking to a target far from your crosshair, all of that uses the same arm motion you already trained.

2. Matching the feel near the crosshair (monitor distance 0%)

This method, often called monitor distance match 0%, takes the FOV of both games into account. It makes very small movements around the crosshair feel the same on screen. When you go to a game with a narrower FOV, it lowers the sensitivity a bit, and when you go to a wider FOV, it raises it.

Same example: CS2 at 16:9 has about 106.26° horizontal, Valorant has 103°. Valorant's view is a little narrower, so the "feel" adjustment brings the sens down from 0.377 to about 0.356, roughly 6% lower.

Strength: micro-adjustments, tracking a target near your crosshair and small corrections feel familiar.

Why no conversion can match everything

When the FOV differs, you cannot have both at once. If your 360° distance is identical, the movement on screen near the crosshair is different. If the movement near the crosshair is identical, your 360° distance changes. It is geometry, not a bug of any converter. You have to choose what matters most to you.

Which method should you pick?

  • Same 360° if you care most about muscle memory on flicks and big turns, or if you play several games and want one universal cm/360.
  • Monitor distance 0% if your game is mostly about micro-adjustments and tracking close to the crosshair, and the new game "feels too fast" or "too slow" despite a perfect 360° match.
  • In between: if the difference is small (like the 6% in the CS2 to Valorant example), many players simply start with the 360° value and adjust a little after a few sessions.

The sensitivity converter shows you both results, the classic 360° value and the FOV adjusted one, so you can try each and decide based on how you play. Once your sens is set, you can also bring your crosshair across games from the crosshair vault so your whole setup stays consistent.

Practical tips

  • Do not change your FOV every day either: like sensitivity, your eyes get used to a specific view.
  • In games with a FOV slider, a wider FOV gives more awareness but makes distant targets smaller. Pick a value and stick with it before fine tuning sens.
  • If you change FOV in a game, your sens will feel different even though nothing changed in degrees. Give it a few sessions before touching the sens.
  • Always check whether a game's FOV number is horizontal, vertical, or based on 4:3 before comparing it to another game.

Quick summary

  • FOV is the angle of the world shown on screen, horizontal or vertical.
  • CS2: 90° at 4:3, about 106.26° horizontal on 16:9. Valorant: fixed 103° horizontal. R6 Siege: vertical FOV 60 to 90. Overwatch 2: 80 to 103 horizontal. Apex: 4:3 based value, real FOV wider than shown.
  • Same cm/360 gives the same turning speed, but a narrower FOV feels faster near the crosshair.
  • Classic conversion keeps the 360°, "monitor distance 0%" keeps the feel near the crosshair.
  • CS2 1.2 gives about 0.377 in Valorant with the 360° method, about 0.356 with the feel adjustment.
  • No conversion matches everything when FOV differs: pick the one that fits how you aim.
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Tools to put it into practice

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