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For a controller, a practical starting point is 1.65 horizontal and vertical stick sensitivity, a 0.95–1.00 ADS multiplier, both aim-assist switches on, and each stick’s minimum deadzone set just above the point where it starts to drift. For mouse and keyboard, begin with a 1.00 ADS multiplier and find a mouse sensitivity that lets you turn about 180 degrees with one comfortable swipe. These are starting points, not universal best settings: hardware, comfort, patches, and available space all affect the result.
Modern Warfare 4 released on October 23, 2026, for PC, PlayStation, Xbox, and Nintendo Switch 2. The recommendations below distinguish SCUF’s September pre-launch suggestions from settings observed in a PC Steam walkthrough and a mouse-and-keyboard author’s personal choices. The game’s launch notes include an October 29 update, so beta impressions should not be mistaken for a definitive description of the current build.
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At a glance
| Name | Best for | Key spec | Platforms | Checked |
|---|---|---|---|---|
| Controller baseline | Players who prefer stick aiming and want a measured place to begin | 1.65 horizontal/vertical sensitivity; 0.95–1.00 ADS multiplier; minimum deadzones calibrated to stop drift | PC, PlayStation, Xbox, Nintendo Switch 2; menu observations cited below are from PC Steam | Oct 2026 |
| Mouse and keyboard baseline | Players who prefer mouse aiming and configurable keybinds | 1.00 ADS multiplier; sensitivity chosen for a comfortable 180-degree swipe | PC | Oct 2026 |
The publisher describes more than 800 customization options across graphics, gameplay, input devices, interface, and other areas. That breadth makes it more useful to tune a few controls at a time than to copy a long list of numbers without considering your hardware.
Where are the aiming settings?
Start in Settings > Controller for controller sensitivity and deadzones. In a screenshot-led PC Steam walkthrough, the response curve, ADS transition, and aim-assist switches appear in the aiming area; labels and locations here reflect that observed build and may not be identical on every platform.
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- Open Settings and choose Controller if you are tuning a gamepad.
- Find stick sensitivity and Deadzone Inputs in the controller settings area. If the menu offers Test Stick Deadzone, keep it available while calibrating.
- Open the aiming controls to compare the response curve, ADS transition, and the separately labeled Target Aim Assist and ADS Aim Assist switches.
- For mouse and keyboard, select the PC input settings and start with the in-game ADS multiplier at 1.00. Change only one control at a time so you can tell which adjustment altered the feel.
What controller settings should I start with?
Use equal horizontal and vertical sensitivity first, then tune them to your turning speed and tracking. SCUF’s September 2026 recommendations were published before launch and are useful as a baseline, not as an official developer preset or a proven optimum.
Stick sensitivity
SCUF suggests 1.65 horizontal and 1.65 vertical. The PC Steam walkthrough observed 1.20 on both axes in its particular build. Those figures describe different things: one is a pre-launch recommendation; the other is an observed menu value, not a promised default across platforms or later builds.
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ADS sensitivity multiplier
The walkthrough observed an ADS sensitivity multiplier of 1.00; SCUF’s suggested range is 0.95–1.00. Establish a comfortable look speed before adjusting ADS. Then use the multiplier to change how quickly the view moves while aiming down sights without also changing your basic hipfire turn speed.
If your hipfire turns feel right but your aim consistently sweeps past targets while ADS, try a small reduction within that suggested range. If ADS tracking feels too slow, compare the upper end of the range. The number is a starting reference, not a guarantee that a given weapon, zoom, or play style will feel the same.
Standard, Linear, or Dynamic response curve?
The walkthrough identifies Standard, Linear, and Dynamic curves, and reports Standard as the observed default. SCUF recommends trying Dynamic. Neither source establishes that one curve produces better accuracy for everyone.
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One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware match- Standard: A sensible first choice if you want to begin with the curve reported as the menu default and evaluate the other settings around it.
- Linear: An option to compare if you want to see how a different stick-response pattern feels. The reviewed material does not establish a universally superior use case for it.
- Dynamic: SCUF’s suggested alternative if you want to compare a different initial response to the familiar Standard setting.
Keep sensitivity fixed while comparing curves. Otherwise, if the aim feels faster or slower, it will be difficult to tell whether the curve or the sensitivity caused the change.
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Gradual, Instant, or After Zoom ADS transition?
The walkthrough reports Gradual as the observed default and identifies Instant and After Zoom as other menu options. SCUF suggests Instant. The meaningful comparison is timing: Gradual changes the ADS sensitivity over a transition, while Instant applies the multiplier immediately; After Zoom is another available transition choice.
Try the default first if you have no preference, then compare Instant if you want the ADS multiplier to take effect right away. Do not change this and the response curve in the same trial. A transition that feels comfortable is a preference, not evidence that it improves performance for every player.
Should aim assist be on or off?
The observed menu has separate Target Aim Assist and ADS Aim Assist switches. SCUF recommends leaving both on as a starting point. The beta’s aim-assist behavior changed: in its August 2026 notes, Infinity Ward wrote, “For Weekend 2, we’ve made adjustments to aim assist to reduce its impact.” Beta-era descriptions of its strength should therefore not be presented as a precise account of launch behavior.
Begin with both switches on, then assess the current game build and your own preference. The available evidence does not establish a numerical strength value or a universal advantage for switching either setting off. Avoid treating a remembered beta impression as proof of how the launch version behaves.
How do I set a controller deadzone without stick drift?
Set each stick’s minimum deadzone independently, as low as possible without unwanted movement. A minimum that is too low can allow a stick at rest to register movement; a needlessly high minimum can make the first part of the stick’s travel feel unresponsive.
- Open Settings > Controller > Deadzone Inputs. If available, enable Test Stick Deadzone so you can see whether a resting stick registers movement.
- Lower the left stick’s minimum in small steps until unwanted movement appears, then raise it just enough for the input to stop.
- Repeat the process separately for the right stick. Do not assume both sticks have the same wear or need the same minimum.
- Test ordinary movement and aiming again. If drift returns during play, raise the affected stick’s minimum slightly and reassess.
The walkthrough observed a minimum of 15 for each stick, a maximum of 99 for each, and a trigger deadzone of 13 on its PC Steam build. These are observations from one build, not universal defaults. SCUF suggests 3/3 for stick minimums, but that is not a suitable fixed value for every controller: use the test and the actual drift point instead.
SCUF also suggests left/right maximum values of 65/99. Maximum deadzones affect how much stick travel is available before the input reaches its cap, so treat these as a separate feel adjustment, not part of minimum-drift calibration. The walkthrough observed 99/99 maximums. A change to a maximum is optional; it is not needed just to stop drift.
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If a controller continues to drift at a setting that makes aiming or movement uncomfortable, do not keep lowering the minimum in pursuit of responsiveness. A compatible gaming controller is not required to change settings, and buying hardware is not a prerequisite for trying the in-game calibration. The useful decision is whether the current controller can operate reliably at a tolerable deadzone.
Trigger deadzones, vibration, and layout
SCUF suggests trigger deadzones of 0–5, vibration off, and a Tactical button layout. The PC Steam walkthrough observed trigger deadzones of 13 on its build. Treat these as options to test rather than obligations: a lower trigger threshold can make an input register sooner, but if you trigger actions accidentally, raise it. Turn vibration off only if that is more comfortable for you, and choose a layout that keeps frequently used actions accessible.
How does Tactical Sprint work at launch?
Tactical Sprint is not a universal sprint toggle at launch. Infinity Ward retained the beta change that makes Tactical Sprint unavailable by default: the launch patch says it requires the Blood Rush perk, and single-tap run is the default when Blood Rush is equipped.
That distinction matters when configuring movement. Do not assume a Tactical Sprint input will be available simply because you set up a sprint-related control. Sprint assistance and mantle assistance are separate movement options; they do not make Tactical Sprint available without the required perk. The launch notes are the relevant reference for this rule, rather than a beta-era guide.
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SCUF’s broader movement suggestions should also be treated as preferences, not as developer-approved defaults. Choose sprint and mantle assistance based on whether their behavior suits your movement habits, and check what the current menu says before remapping a control around a feature that may depend on a perk.
What mouse-and-keyboard settings should I use?
Begin with the PC input settings, an ADS multiplier of 1.00, and a mouse sensitivity that supports a comfortable 180-degree turn in one swipe. There is no verified universal DPI or sensitivity: the right in-game value depends on mouse DPI, available desk space, and how much physical movement feels comfortable.
- Select the mouse-and-keyboard input settings on PC and set the ADS multiplier to 1.00 as a neutral starting point.
- Choose a mouse sensitivity that lets you turn approximately 180 degrees with one comfortable swipe. Use the same mouse, DPI, and play space while comparing changes.
- Keep your usual movement keys where they are initially. If equipment actions are hard to reach, consider remapping them to accessible keys or mouse buttons.
- Try one repeatable turn or target-tracking drill. If you overshoot consistently, lower sensitivity a little; if you cannot make comfortable turns, raise it a little.
- After the basic look speed feels stable, adjust ADS separately if aiming down sights still feels too fast or too slow. Retest before changing another control.
What DPI and sensitivity should I use?
A mouse-and-keyboard guide published on October 23 lists 4.12 at 1600 DPI as the author’s personal reference. It is an example, not a recommended universal target. A player using a different DPI, mouse, or amount of desk space may need a different in-game sensitivity to make a 180-degree swipe comfortable.
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A larger mouse pad can help only if you lack room for the swipe distance your preferred sensitivity requires. It is not necessary to buy one simply to change settings. The practical test is whether you can turn and track targets without repeatedly reaching the edge of your usable space or making uncomfortable movements.
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Should I use Relative ADS sensitivity or per-zoom values?
The October 23 mouse-and-keyboard guide lists Relative ADS sensitivity and an Instant ADS transition among its author’s choices; those are preferences, not documented official defaults. It also gives a 1.78 monitor-distance coefficient example for a 16:9 screen. Do not apply that value automatically to every aspect ratio or treat the example as proof of a competitive advantage.
Keep custom per-zoom sensitivity off at first so you can establish a clear baseline. If your general ADS feel is comfortable but a particular zoom still feels consistently too fast or slow, consider per-zoom adjustments afterward. The same guide suggests trying a slightly lower ADS multiplier if tracking overshoots; make that a small, separate adjustment rather than changing it alongside several zoom values.
Which keybinds and movement options should I change?
Keep familiar movement keys where practical, then change controls that are difficult to reach or cause awkward inputs. Remapping an equipment action to an accessible mouse button is one possible preference, not a required setup. The cited guide discusses Sprint Assist, Mantle Assist, and separate slide/dive activation as its author’s choices; it does not establish that the full set is an official developer preset.
Test remapped controls individually in a safe setting before relying on them in a match. Make sure the key or button is reachable without disrupting the movement controls you use most. If a new bind produces accidental actions, restore the prior bind or choose a more accessible input.
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Choose based on the control style you can use comfortably; the available evidence does not establish a universal performance winner between controller and mouse and keyboard. Their practical tuning questions differ: a controller uses stick travel and deadzones, while a mouse setup depends on DPI, swipe room, and physical movement.
| What to compare | Controller | Mouse and keyboard |
|---|---|---|
| Comfortable turn speed | Can you turn without maxing the stick or repeatedly overshooting? | Can you make a comfortable turn with the swipe distance available? |
| Tracking and overshoot | Does the target stay controllable at your look and ADS speeds? | Does your sensitivity let you track without sweeping past the target? |
| Responsiveness | Are the minimum deadzones low enough to respond without drift? | Can you move the mouse freely without running out of desk or pad space? |
| ADS feel | Does the chosen multiplier and transition timing suit your aim? | Does ADS feel consistent with the chosen multiplier and any Relative ADS options? |
| Accessibility | Are your chosen layout and controls comfortable to reach? | Are movement and equipment binds accessible without awkward hand movement? |
For a controlled comparison, write down the starting settings and use the same short turn or target drill each time. Change one value, repeat the drill, and note whether the change addresses a specific problem. If you overshoot, test a modest reduction in the relevant sensitivity; if turning feels constrained, test a modest increase. This is a calibration method, not a measured performance claim.
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Which PC graphics settings affect responsiveness?
Activision’s PC feature information confirms sub-frame mouse polling, PC-exclusive Enhanced FOV, separately adjustable World and Weapon Depth of Field, and a built-in benchmark that reports FPS and input latency. These features provide ways to configure or inspect a PC setup; they do not establish a single best FOV, depth-of-field choice, frame rate, or input-latency result for every system.
Enhanced FOV is identified as a PC-exclusive feature, so do not assume the same option is available on consoles. World Depth of Field and Weapon Depth of Field can be adjusted separately, allowing you to consider each independently rather than treating them as one setting. The built-in benchmark can show FPS and input latency on your own hardware; use its results from your machine rather than relying on a generic promise about a particular setting.
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Call of Duty Staff lists 90 FPS as a target at the published recommended PC specifications, not a guarantee for every configuration. The same published specifications list 115 GB of storage and require an SSD. These are publisher figures, not an independently verified install size for every configuration. Check the current PC specifications and available storage before installation, and use the in-game benchmark to understand how your own PC performs.
What should you do if the settings still feel wrong?
Identify the symptom before changing more controls. The quickest useful adjustment depends on whether the problem is drift, turning speed, overshooting, or physical access to the controls.
- The view or character moves while the stick is resting: raise the affected stick’s minimum deadzone just enough to stop the unwanted movement, then test again.
- You cannot turn comfortably: increase the relevant controller sensitivity in a small step, or raise mouse sensitivity slightly if your swipe is too slow for the available space.
- You repeatedly pass a target: lower the relevant look or ADS sensitivity slightly. For a controller, keep the hipfire and ADS changes separate; for a mouse, do not adjust DPI and in-game sensitivity together.
- ADS feels abrupt or delayed compared with your preference: compare the available transition choices while holding sensitivity constant.
- A control is awkward to reach or triggers accidentally: adjust the layout, keybind, or trigger deadzone as appropriate, then check that the new setting does not create a different unwanted input.
- PC performance feels inconsistent: use the built-in benchmark’s FPS and input-latency readings as information about your own configuration instead of assuming a fixed result from a settings list.
If an update changes a label or behavior, follow the current in-game menu and the publisher’s launch and update notes. The October 29 update is part of the live launch notes; an older screenshot or beta recommendation should not overrule a setting that has since changed.
How were these starting points selected?
The controller figures are separated by source and status: SCUF’s 1.65 axis sensitivity, 0.95–1.00 ADS multiplier, and curve and transition suggestions are its September 2026 pre-launch recommendations; the stick and trigger values described as defaults are observations from one PC Steam walkthrough. The mouse values are identified as an author’s personal choices where applicable. Official Call of Duty and Infinity Ward pages are used for release platforms, PC feature information, and launch behavior.
No cited evidence establishes a universally optimal sensitivity, DPI, controller deadzone, aim-assist setting, or input method. The useful starting point is therefore a small set of attributable baselines followed by one-variable-at-a-time calibration on your own setup.
Frequently Asked Questions
Should I copy my Modern Warfare III sensitivity numbers into Modern Warfare 4?
Not without checking what the current menu’s values mean. The older 6–8 scale does not map directly to the numerical scale discussed here, so use the current game’s controls and recalibrate rather than assuming the numbers transfer.
Can I use different sensitivity for each zoom level?
The cited mouse guide recommends leaving custom per-zoom sensitivity off while establishing a baseline. If only a particular zoom remains uncomfortable after general ADS tuning, per-zoom controls are an option to consider rather than a necessary first step.
Are the controller settings menus identical on every platform?
The walkthrough observations cited here come from a particular PC Steam build. The game is available on multiple platforms, but the available source material does not establish that every menu label, default, or control is identical across PC, PlayStation, Xbox, and Switch 2.
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