ESPORTCALC / 16-Game Sens Converter / Marvel Rivals to Valorant
Unreal Engine 5 (Lumen) → Unreal Engine 4.27 (Riot Custom) • Yaw Multiplier ×0.25000 ⇄ Swap Direction (Valorant → Marvel Rivals)

Marvel Rivals to Valorant Sensitivity Converter & cm/360° Calculator

Transfer your exact 360° muscle memory from Marvel Rivals to Valorant using verified engine yaw constants (0.0175 → 0.07).

Converted Valorant In-Game Sensitivity
0.4000
True 360° Rotation Distance
40.82 cm (16.07 in)
Valorant Effective DPI (eDPI)
320 eDPI
Sensitivity Tier Comparison Valorant Equivalent
0.75× Low Sens
0.3000
1.00× Active
0.4000
1.50× High Sens
0.6000
Formula: Marvel Rivals Sens × (0.0175 / 0.07) × (Source DPI / Target DPI)

Marvel Rivals to Valorant Sensitivity Conversion Reference Table (800 DPI)

Click any row to load that sensitivity directly into the converter above:

Marvel Rivals SensitivityValorant SensitivityPhysical cm / 360°Valorant eDPI
0.8 (800 DPI) 0.2000 81.6 cm / 360° 160 Valorant eDPI
1.2 (800 DPI) 0.3000 54.4 cm / 360° 240 Valorant eDPI
1.6 (800 DPI) 0.4000 40.8 cm / 360° 320 Valorant eDPI
2 (800 DPI) 0.5000 32.7 cm / 360° 400 Valorant eDPI
2.4 (800 DPI) 0.6000 27.2 cm / 360° 480 Valorant eDPI
3.2 (800 DPI) 0.8000 20.4 cm / 360° 640 Valorant eDPI

Engine Architecture, Yaw & FOV Comparison: Marvel Rivals vs Valorant

SpecificationMarvel RivalsValorant
Game EngineUnreal Engine 5 (Lumen)Unreal Engine 4.27 (Riot Custom)
Horizontal Yaw Constant0.0175° / count0.07° / count
Competitive Field of View (FOV)103° (Third-Person 103° HFOV)103° (103° Fixed Horizontal (16:9))
Server Tick Rate / Polling60Hz Competitive Servers128-Tick Sub-Tick Servers
ADS / Scope Scaling RuleMarvel Rivals uses a 1-to-100 scale (0.0175°/count yaw), so Valorant sens × 4.00 equals exact Marvel Rivals cm/360.1.00x scoped multiplier equals ~0.875 focal-length match on Operator/Marshal.

Frequently Asked Questions — Marvel Rivals to Valorant Conversion

How do you convert Marvel Rivals sensitivity to Valorant?
To convert Marvel Rivals sensitivity to Valorant at the same mouse DPI, multiply your Marvel Rivals sensitivity by 0.250000 (or divide by 4.000000). This derives from the exact engine yaw ratio: Marvel Rivals uses 0.0175° per mouse count (Unreal Engine 5 (Lumen)), whereas Valorant uses 0.07° per mouse count (Unreal Engine 4.27 (Riot Custom)).
What is 1.6 Marvel Rivals sensitivity in Valorant at 800 DPI?
At 800 DPI, a Marvel Rivals sensitivity of 1.6 equals 0.4000 in Valorant. Both settings produce an identical 40.82 cm (16.07 inches) physical 360-degree turn on your mousepad.
Does FOV difference between Marvel Rivals (103° (Third-Person 103° HFOV)) and Valorant (103° (103° Fixed Horizontal (16:9))) affect converted sensitivity?
Converting by yaw ratio (0.2500×) locks your 3D 360-degree physical rotation distance (40.8 cm/360°) for consistent gross arm/wrist muscle memory. However, because Marvel Rivals renders at 103° (Third-Person 103° HFOV) and Valorant renders at 103° (103° Fixed Horizontal (16:9)), micro-flicks near the center crosshair may feel slightly faster or slower on screen depending on camera focal length.