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Read the signal.

A short field guide for turning a professional settings record into a useful starting point for your own setup.

>_open --guide-aim-input READY
PLAYERCFG EDITORIALREAD TIME / 6 MINUPDATED / OCT 2026

A pro settings page can look like a ready-made answer: one DPI value, one sensitivity value, one resolution, one crosshair. The more useful way to read it is as a compact record of decisions made by a specific player, on a specific game, with a specific mouse space and practice routine.

Reference, not recipe

Professional settings are excellent comparison material, but they are not universal presets. A player may use a lower sensitivity because they have a large desk, a higher one because they play on a compact surface, or a particular resolution because it fits their visual preference. The number is real; the reason behind it is personal.

PLAYERCFG RULECopy the process before you copy the number.

Use a published profile to choose a test range, then keep the value that stays controllable across movement, tracking and repeated rounds.

Start with three numbers

For mouse-based shooters such as CS2 and VALORANT, DPI, in-game sensitivity and eDPI form the first layer of a settings record. PlayerCFG displays them together so a profile can be read as a system rather than as an isolated headline value.

DPISensor input

The mouse's hardware-level resolution. It describes how much movement the sensor reports before the game applies its own multiplier.

SENSGame multiplier

The in-game value that scales mouse input. It only makes sense when read together with DPI and the game's own input model.

eDPIDPI × sens

A useful comparison baseline for many mouse shooters. It is a shortcut for orientation, not a complete measure of aim feel.

The basic comparison is eDPI = DPI × sensitivity. Treat it as a coordinate on a map, not as a promise that two players will aim identically. Game scale, field of view, resolution, mouse control and scoped multipliers still shape the experience.

Why the same eDPI can feel different

Mouse space changes the decision

A lower sensitivity often asks for more physical travel. That can feel calm on a wide mousepad and frustrating on a crowded desk. A higher sensitivity can preserve room for quick turns, but it also makes small hand movements more visible. Neither direction is automatically more competitive.

Scope and zoom values are separate signals

A profile with the same hip-fire eDPI can behave differently when a player scopes. Check the zoom or ADS field before comparing a rifle setup with a sniper-focused setup. If the game exposes several scope levels, record them as their own layer instead of assuming that one multiplier explains every sight picture.

Resolution is part of the visual context

Resolution and aspect ratio do not change the arithmetic of eDPI, but they change how targets, motion and screen space are perceived. Read the display section beside the aim section, especially when comparing stretched and native presentations.

The five-minute test loop

Pick one published profile as a starting point, make only one change, and run the same short test each time. The goal is not to feel perfect immediately; the goal is to collect a repeatable signal.

  1. Baseline. Write down your current DPI, sensitivity, resolution and mouse space before changing anything.
  2. Warm-up. Spend one minute on slow tracking so the first impression is not just a cold-start reaction.
  3. Control. Run a 180-degree turn and stop drill, then a short target-switching drill.
  4. Pressure check. Play a few live rounds or a realistic practice scenario instead of judging only from an aim trainer.
  5. Record. Keep the setting only if the result is controllable and repeatable, not merely fast.
KEEP / CHANGE CHECK
  • Can you make a comfortable 180-degree turn without lifting the mouse twice?
  • Can you stop on a target without fighting the last few pixels of movement?
  • Does your crosshair stay stable during a slow tracking drill?
  • Can you repeat the same result after ten minutes, not only on the first attempt?

Use PlayerCFG as your comparison layer

Start with a published CS2 settings index, open individual records such as donk, and compare the aim values with the equipment and display context shown on the same page. For a second game, inspect a VALORANT index and use the sensitivity converter as a transparent baseline rather than a guarantee of identical muscle memory.

DATA NOTEPlayerCFG records are source-attributed public references. Values can change, may be incomplete for some games, and should be tested in your own setup. PlayerCFG is not affiliated with Valve, Riot Games or any game publisher.