No conversion figure exists for Guns of Eschaton. The studio has not published a yaw constant, an eDPI equivalence or a "your CS2 sensitivity times X" rule, and any site offering one is either measuring it or making it up.

That is not a dead end. Conversion between shooters works on a unit that does not need the developer's cooperation: centimetres per 360 degrees. It is measurable in any game with a first-person camera, and it is comparable across all of them.

Why the slider number does not travel

A sensitivity value is meaningless in isolation because it multiplies an internal constant that every engine sets differently. The same number can mean a 20 cm turn in one game and an 80 cm turn in another. That constant is exactly what has not been published here.

Centimetres per 360 removes the constant from the equation. You measure how far your hand moves to rotate the camera all the way around, and you match that distance in the new game. Same physics, same muscle memory.

The method

Step 1 — fix the field of view first. Set the FOV to 75, the game's default. Field of view changes the on-screen angular size of everything and makes two measurements feel different even when the maths is identical. Fix it, then measure. Do not touch it afterwards.

Step 2 — find a landmark. Put the crosshair on a distinct vertical edge: a door frame, a post, a rock corner. Something you can return to exactly.

Step 3 — turn one full circle. Move the mouse horizontally at a comfortable speed until the crosshair lands on the same edge from the same direction. Use a wide mouse pad. If your pad is too narrow, measure a 180-degree turn instead and double the distance.

Step 4 — measure the distance. Put a ruler, or a marked strip of tape, along the pad. Note the centimetres.

Step 5 — adjust and repeat. Change the in-game sensitivity, remeasure, and iterate until a full turn matches your target number. Two or three passes is usually enough, because the relationship is linear: halving the sensitivity doubles the distance.

What your CS2 number converts to

If you already know your Counter-Strike 2 sensitivity and DPI, you can compute your cm/360 without touching the game. CS2 uses a yaw of 0.022 degrees per mouse count, which gives:

cm per 360 = (360 / (sens × 0.022)) × 2.54 / DPI

At 800 DPI this simplifies to roughly 51.95 divided by your sensitivity. Common values:

CS2 sensitivitycm per 360 at 800 DPIcm per 360 at 1600 DPI
0.5103.952.0
1.051.9526.0
1.534.617.3
2.026.013.0
2.520.810.4
3.017.38.7
4.013.06.5

Take the number in the middle column that matches your CS2 setup, then dial Guns of Eschaton's sensitivity until a full turn takes that many centimetres. That is the whole conversion.

Should you actually copy your CS2 number

Not necessarily, and this is where Guns of Eschaton differs from a competitive shooter. The game is built on slow, deliberate engagements, Sequence Points on specific body parts, and reload windows you have to survive. It is closer to a precision hunting game than to a flick-heavy tactical shooter.

Two adjustments are worth considering:

  • Slightly lower than your CS2 value if you find yourself overcorrecting onto small weak points. Halving your cm/360 by doubling sensitivity is the wrong direction here.
  • Keep your CS2 value if you play a lot of both and want one muscle memory. The transition cost is real and mixing two sensitivities is genuinely worse than being slightly off in one.

What you should not do is crank sensitivity because the game "feels slow". The camera is slow on purpose. The enemies reward tracking a small target for a long window, not flicking to it.

The settings that interact with this

Two menu options in the demo affect how aiming feels without changing the maths, and both are worth knowing about before you declare a sensitivity wrong:

Toggle or hold to aim. Choose whichever you use elsewhere. Switching a week in will feel like a sensitivity change even though nothing changed.

Lower weapon on screen. Added during the demo's patch run, this option works independently of the field of view. It removes part of the weapon model from the centre of the screen, which changes how much of a target you can see around the gun — not how far you have to move to turn.

Why the two numbers never quite agree

Even with a perfect measurement, two games will not feel identical at the same cm/360, for three reasons that are worth understanding before you spend an evening chasing a difference.

Field of view changes the relationship between hand movement and on-screen target size. At a wider FOV, the same angular movement covers more screen, so a turn feels faster even when the geometry is identical. This is why the FOV must be pinned before measuring.

Acceleration and smoothing are separate settings. If a game applies mouse acceleration, cm/360 is only true at one speed. Measure at a normal flick speed, not at a crawl.

Per-scope multipliers differ. A game can apply a different sensitivity inside an aim mode. If the aim-mode sensitivity is set independently, matching the hip-fire number is only half the job.

Guns of Eschaton's setting for aim behaviour — toggle or hold — does not change sensitivity, but switching it after a measurement will feel like it did.

Measure, do not guess

Converting a sensitivity by feel takes a week and never settles. Measuring a 360 takes two minutes and settles it permanently. Fix the FOV at 75, measure once, match once.