THE SHORT ANSWER
A cloud game can't read your mouse. It only sees a controller stick. Cloud Keys turns how fast you move the mouse into how far the stick is pushed. Pick a sensitivity so your normal aiming speed stays below 100% stick. Faster than that, the view can't turn any quicker than the game's maximum stick speed.
How mouse-to-stick conversion works
On PC, each mouse movement rotates the camera by a fixed amount, so a fast flick turns you further. A stick works differently: its position sets a turning speed. Cloud Keys bridges the two. It measures your mouse speed many times a second and pushes the virtual right stick in proportion:
stick = deadzone compensation + (1 − deadzone compensation) × min(mouse speed × sensitivity, 1)
At 800 DPI and sensitivity 1.0, the stick reaches 100% when your hand moves about 3.2 cm per second. That's why the default can feel fast. Most players who are used to PC settings want a lower value.
Why flicks hit a speed limit
Every game has a maximum turn speed at full stick. You measure it as the 360° time above. Once your hand moves fast enough to push the stick all the way, moving faster doesn't turn you faster. For quicker flicks, raise the game's own look sensitivity. That shortens its 360° time. Then recalculate.
Deadzone compensation
Most games ignore small stick movements near the centre, their inner deadzone. Without compensation, slow mouse movements would do nothing. Cloud Keys' deadzone compensation (12% by default) starts every movement just past that dead area. If slow aiming feels sticky, raise it a little. If the view drifts or jumps on tiny movements, lower it.
How accurate is this?
- Game response curves: some games add look acceleration or a non-linear curve to controller aiming. If your game has a "linear" response curve or an acceleration toggle, use linear with acceleration off for the most predictable result.
- The 360° time: this is the biggest source of error. Time it in your game rather than using the estimate.
- Pointer acceleration: turn it off. Otherwise the same hand speed gives different stick values.
- Where the PC values come from: the game presets use each game's commonly published yaw per count (CS2 and Apex 0.022, Valorant 0.07, Overwatch 2 0.0066). If you know your cm/360, enter it directly.
Questions
Will it feel exactly like my PC game?
No, and no tool can promise that. The game only receives stick input, so its turn-speed limit and response curve still apply. The calculator gives you the closest starting point. Fine-tune from there.
Should I use this for games with native keyboard and mouse?
No. If a game supports keyboard and mouse natively on Xbox Cloud Gaming, use that for true mouse aiming. This calculator is for games that only accept a controller.
Does my DPI matter?
Yes. Higher DPI sends more movement per centimetre, so the same hand speed pushes the stick further. Change DPI and the calculator adjusts the sensitivity to match.