Convert PUBG: BATTLEGROUNDS sensitivity to The Finals

Moving from PUBG: BATTLEGROUNDS to The Finals? Keep the exact same aim by matching your cm/360. A PUBG: BATTLEGROUNDS sens of 50 becomes about 110.218 in The Finals (at 800 DPI, ~10.3 cm/360).

PUBG: BATTLEGROUNDS → The Finals conversion table

PUBG: BATTLEGROUNDS senscm/360 @ 800 DPIThe Finals sens
2025.7 cm44.087
3017.1 cm66.131
4012.9 cm88.175
5010.3 cm110.218
608.6 cm132.262
707.3 cm154.306

PUBG: BATTLEGROUNDS uses a non-standard sensitivity scale (percentage or slider), so this conversion is a close community-model approximation rather than an exact 1:1.

PUBG: BATTLEGROUNDS pros' settings in The Finals

The real PUBG: BATTLEGROUNDS settings of the most-followed players we track, carried into The Finals at each player's own DPI. Same cm/360, so the same aim.

PlayerPUBG: BATTLEGROUNDS (their setting)The Finals equivalentcm/360
TGLTN1600 DPI · 2044.08712.9 cm
ibiza800 DPI · 2963.92717.7 cm
chocoTaco800 DPI · 2555.10920.6 cm
Jeemzz800 DPI · 3066.13117.1 cm
Pio400 DPI · 4599.19622.9 cm
SILERZZ800 DPI · 3168.33516.6 cm

Across the mouse players we track, the typical PUBG: BATTLEGROUNDS aim is 17.4 cm/360 (6 players) and the typical The Finals aim is 31.5 cm/360 (5 players). The Finals pros aim about 81% slower than PUBG: BATTLEGROUNDS pros, so if your matched sens feels fast in The Finals, that's the game's norm rather than a conversion error.

How the conversion works

Both games are pinned to the same physical turn distance — your cm/360. We take your PUBG: BATTLEGROUNDS sensitivity, compute the cm/360 it produces, then solve for the The Finals sensitivity that reproduces it. DPI cancels out for standard scales, so the converted number is the same whether you play at 400, 800 or 1600 DPI.

For example, PUBG: BATTLEGROUNDS 50 works out to about 10.3 cm/360 — a very high aim — which is The Finals 110.218. Plug your real DPI into the full calculator for an exact figure plus eDPI and your aim band.

Related conversions

Open the full calculator → tune DPI, friction & bottlenecks