settings mouse resolution (dpi) windows sensitivity multiplier in-game sensitivity m_yaw (0.022 default) in-game resolution width field of view (fov) cl_mouseaccel (m_accel) frames per second (fps) To see where a specific setting is located in any of the following equations, mouse over it. windows sensitivity multipliers
sensitivity
 real sensitivity (cm/360) = By combining your mouse dpi, windows sensitivity, in-game sensitivity, m_yaw values, and dividing them by 360, you can calculate how many centimeters it takes for you to complete a 360 degree turn. This is called your real sensitivity. (360 / (y * d * w * s)) * 2.54 m_yaw mouse resolution (dpi) windows sensitivity multiplier in-game sensitivity real sensitivity (inches/360) = For those of you who don't use the metric system, the above is how many inches it takes to complete a 360 degree turn. Note: If you are using accel, then the real sensitivity calculation will give you a "base" sensitivity, which is the sensitivity you would get if you disabled accel. 360 / (y * d * w * s) m_yaw mouse resolution (dpi) windows sensitivity multiplier in-game sensitivity
dpi
accel
 real accel = The interpretation of real accel can be thought of as the extra sensitivity given per speed of mouse movement. The real accel value calculated above is the number of extra degrees per cm gained by moving the mouse at 1 cm/s. Note: This is defined for quake 3 style accel (or quake live with cl_mouseAccelStyle 0). Trying to use this for another game engine (i.e. source engine) will not work. (((d *w) / 2.54)^2 * y * a) / 1000) mouse resolution (dpi) windows sensitivity multiplier m_yaw cl_mouseaccel
neg accel