SensiFF results are produced by deterministic engines: the same inputs always give the same output. Garena does not publish its sensitivity formula, so we model the factors that measurably change how sensitivity feels, then keep results inside safe, tested ranges. Here is everything the engines use.
1. Sensitivity engine (0–200 scale)
We start from a reference profile — a mid-range phone (6.5", 90 Hz, 6 GB) used by an all-rounder, 3-finger, average player — and adjust each of the six sliders:
- Performance (biggest factor). A score from the processor tier (62%) and RAM (38%). FF MAX is scored lower than Free Fire on the same phone because its graphics are heavier. Lower FPS means fewer camera updates per swipe, so weaker phones get higher General and Red Dot (up to about +22) to keep drag headshots fast. Scopes get smaller boosts because they are used for slow, precise aim.
- Screen size. Larger screens need a longer physical swipe for the same turn, so values rise slightly; small screens drop slightly.
- Touch sampling rate. Fast-sampling screens (240 Hz+) register swipes sooner, so General and Red Dot are lowered a little to avoid over-flicking.
- Play style, fingers, level, headshot technique and aim problem. Each has a fixed, documented offset — for example drag-headshot players get +8 Red Dot, beginners get about −12 on most sliders.
- Safety rules. Every value is clamped to a playable range, and we always keep 2x ≤ Red Dot, 4x ≤ 2x, and Sniper well below 4x, because zoom magnifies movement.
2. Gun sensitivity
Free Fire has one set of sliders for all weapons. Our gun engine answers “what global settings work best when this gun is my main?”. It starts from your personal result, then applies a weapon-class profile (e.g. shotguns favour fast Red Dot flicks; LMGs favour slower scopes for long sprays) and small corrections from the gun’s stat bars — very high rate of fire, very low accuracy or very high movement speed. Stats come from public in-game stat-bar databases for patch OB54.
3. Fire button size
The button must be larger than a thumb’s contact patch with room to start an upward drag. We start at 55% and adjust for screen size (the same % is physically bigger on larger screens), grip (2-finger thumbs need more; 4-finger index fingers in a corner need less), hand size and headshot style, then clamp to 40–80%.
4. DPI (Smallest width)
We estimate your phone’s default Smallest width from its resolution and pixel density (or use the value you enter), then raise it by 8–30% depending on performance, with a hard cap on weak phones (480) and mid phones (560) to avoid tiny text and stutter. iPhones and iPads have no such setting.
5. Device data
Each phone entry stores screen size, resolution, refresh rate, processor and RAM variants from manufacturers’ public specifications. When a maker does not publish touch sampling, we use a conservative typical value for that refresh rate. Processor tiers reflect sustained gaming performance buckets, not single benchmark scores.
6. What we do not claim
- No setting gives “auto headshot”. Results are starting points; fine-tune Red Dot in steps of 5.
- Pro-player pages are style presets, not anyone’s personal settings.
Corrections
Found a wrong spec or stat? Email contact@sensiff.pro. We fix confirmed errors quickly and note major engine changes on this page.