The R6 Y5S3 ADS conversion equations
A transparent walkthrough of the Ubisoft source, inputs, lookup table, rounding, and limits used by this site.
Reviewed on July 17, 2026
What this calculation does
When Shadow Legacy arrived in Y5S3, Siege replaced one ADS sensitivity slider with separate sliders for each optic. Ubisoft published a migration method for turning the old 0–100 ADS value into the new per-optic values. This site implements that migration method. It does not infer a complete setup from one current optic and it does not claim to find a universally best sensitivity.
- The single ADS sensitivity used before Y5S3
- Vertical FOV from the PC display settings; use 60 on console
- Display aspect ratio, used when checking Ubisoft's horizontal-FOV cap
Step 1: derive horizontal FOV
Angles must be evaluated in radians even though Siege displays FOV in degrees.
Horizontal FOV = 2 × atan(tan(Vertical FOV ÷ 2) × Aspect Ratio)If the result is greater than 150°, Ubisoft recalculates vertical FOV as:
Adjusted Vertical FOV = 2 × atan(tan(75°) ÷ Aspect Ratio)For ordinary aspect ratios and the normal 60–90 vertical-FOV range, the 150° cap is usually not reached. That is why changing aspect ratio may legitimately leave the rounded output unchanged.
Step 2: calculate the optic FOV adjustment
FOV adjustment = tan((FOV multiplier × Vertical FOV) ÷ 2) ÷ tan(Vertical FOV ÷ 2)Step 3: convert the old ADS value
New ADS = (ADS multiplier ÷ FOV adjustment) × Old ADSThis site rounds to the nearest whole slider value and limits the result to the advanced ADS slider range of 0–200.
Ubisoft's optic lookup values
| Optic | FOV multiplier | ADS multiplier |
|---|---|---|
| 1.0x | 0.90 | 0.60 |
| 1.5x | 0.59 | 0.59 |
| 2.0x | 0.49 | 0.49 |
| 2.5x | 0.42 | 0.42 |
| 3.0x | 0.35 | 0.35 |
| 4.0x | 0.30 | 0.30 |
| 5.0x | 0.22 | 0.22 |
| 12.0x | 0.092 | 0.14 |
Worked check from Ubisoft's guide
Ubisoft's example uses old ADS 30, vertical FOV 60, and 16:9. For the 1.0x optic, the FOV multiplier is 0.90 and the ADS multiplier is 0.60. Substituting those values produces a new ADS value of approximately 20 after rounding. This is also a regression test in the site's codebase.
What the formula does not promise
- It does not turn one modern optic value into a preferred value for every other optic.
- It does not account for personal recoil control, desk space, mouse grip, or visual preference.
- It does not guarantee identical subjective feel between magnifications.
- A game update could change settings behavior; verify the result in the current firing range.
Primary source
The equations and lookup values above come from Ubisoft's own Y5S3 guide. The linked source is the authority if its documentation and this implementation ever disagree.
Guide to ADS Sensitivity in Y5S3 — UbisoftRead the broader calculator methodology and validation limits