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Doom Eternal to Halo Infinite Sensitivity Converter

Exact Physical 360° Rotational Distance & Verified Scope Multipliers. Zero bloat, zero paywalls.

CONVERT FROM
DME

Doom Eternal

Click to change
CONVERT TO
HLO

Halo Infinite

Click to change
Target Sensitivity
1.4667
Distance / 360° 51.95 cm
Imperial / 360° 20.45 in
Effective DPI (eDPI) 1173
Estimated Pad Fit: XL Tournament Pad (>=45cm) 40.8 cm / 360°
25cm (M) 35cm (L) 45cm (XL) 90cm+ (Deskmat)

Halo Infinite (Slipspace Engine)

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When porting your aim from Doom Eternal to Halo Infinite, direct 1:1 number copying fails because of differences between the id Tech 7 and Slipspace Engine camera rotation pipelines. Doom Eternal operates at an angular yaw multiplier of 0.022 per mouse count, whereas Halo Infinite registers 0.015 per tick.

Mathematical Conversion Ratio: To maintain an identical physical mousepad distance for 360° rotational clearing, multiply your current Doom Eternal sensitivity by exactly 1.4667.

Console Command In-game Menu Slider
Config Location In-Game Menu Interface
Engine Yaw Math 0.022000 ➔ 0.015000 [EMPIRICAL]
Conversion Formula Sens × 1.4667

💡 Optimization Notes for Halo Infinite:

Slipspace Engine implements mouse acceleration curves by default; ensure Mouse Acceleration is set to 0.0.

Related Conversions:

DPI Conversion Matrix

Mouse DPI Target Game Sens cm / 360° Feel Bracket
400 DPI1.4667103.9 cmUltra-Low (Full Arm)
800 DPI1.466752.0 cmUltra-Low (Full Arm)
1200 DPI1.466734.6 cmMedium (Arm/Wrist)
1600 DPI1.466726.0 cmMedium (Arm/Wrist)
3200 DPI1.466713.0 cmHigh (Wrist / Speed)

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Why doesn't sensitivity transfer 1:1 natively?

Each game engine defines its own angular displacement per mouse count (yaw). For example, Valorant uses Riot's calibrated standard of 0.07° per tick, while Source/Source 2 engines (CS2) default to m_yaw 0.022. AimSync bridges these differing rotational coefficients so your physical mouse displacement on the desk remains exactly identical.

Does FOV affect this conversion?

This calculator preserves hipfire 360° rotational distance, ensuring muscle memory for turning and clearing corners stays intact regardless of FOV.

Where do the raw yaw values come from?

Engine multipliers are extracted directly from official developer SDKs, engine source repositories (Valve Source/Source 2 m_yaw 0.022, Riot ShooterEngine 0.07), and verified community telemetry. Unverified proprietary titles feature the Raw Yaw Override input for direct empirical adjustment.