FPSVERO GUIDE
How FPS sensitivity and aim settings fit together
A practical reference for comparing settings without assuming every FPS game works the same way.
DPI vs in-game sensitivity
DPI is a mouse hardware setting. In-game sensitivity is a multiplier used by the game. Either value alone is incomplete: 800 DPI at sensitivity 0.4 and 1600 DPI at sensitivity 0.2 produce the same eDPI in a game where eDPI comparison is meaningful.
What eDPI is useful for
eDPI is DPI multiplied by in-game sensitivity. It is useful for comparing players inside the same game. It should not be treated as a universal cross-game sensitivity because different games use different yaw scales and camera behavior.
Why cm/360 is more portable
cm/360 estimates the physical mouse distance required for a full 360-degree turn. Because it expresses physical movement, it can be more useful when matching mouse feel between supported games. FOV, zoom behavior and game mechanics can still make two mathematically matched sensitivities feel different.
VALORANT and CS2 crosshairs
VALORANT supports importable crosshair codes and a wide range of custom shapes. CS2 uses console/config parameters and share codes. FPSVERO keeps their databases separate because a code or shape from one game is not interchangeable with the other.
Overwatch 2 reticles
Overwatch 2 reticles are configured through reticle settings such as type, thickness, center gap, opacity and color. Hero choice can also influence what feels useful, so a single universal pro crosshair is less meaningful.
Apex mouse vs controller
Apex competitive settings need an input label. Mouse profiles can use DPI and in-game sensitivity, while controller profiles are better represented by look sensitivity, ADS sensitivity and response curve. Hybrid players may use both.
PUBG sensitivity
PUBG is most useful when shown with General, Aim, ADS, Vertical Sensitivity Multiplier and per-scope values. A single eDPI number hides too much of the actual setup.
How to copy a pro setting
Use a professional setting as a starting point, not a rule. Match the correct game, input type and resolution context; test it in a practice range; then make small adjustments. Always check the source date because professional settings change.