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Match Your Aim Across Games

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

CONVERT FROM
VAL

Valorant

Click to change
CONVERT TO
HLO

Halo Infinite

Click to change
Target Sensitivity
4.6667
Distance / 360° 16.33 cm
Imperial / 360° 6.43 in
Effective DPI (eDPI) 3733
Estimated Pad Fit: XL Tournament Pad (>=45cm) 40.8 cm / 360°
25cm (M) 35cm (L) 45cm (XL) 90cm+ (Deskmat)

Detailed Engine & Conversion Mechanics: Valorant to Halo Infinite

Technical Breakdown

When porting your aim from Valorant to Halo Infinite, direct 1:1 number copying fails because of differences between the Unreal Engine 4 and Slipspace Engine camera rotation pipelines. Valorant operates at an angular yaw multiplier of 0.07 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 Valorant sensitivity by exactly 4.6667.

Halo Infinite Console Command In-game Menu Slider
Halo Infinite Configuration File In-Game Menu Interface
Input Precision Limit 1 decimal place

💡 Optimization Notes for Halo Infinite:

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

DPI Conversion Matrix

Mouse DPI Target Game Sens cm / 360° Feel Bracket
400 DPI4.666732.7 cmMedium (Arm/Wrist)
800 DPI4.666716.3 cmHigh (Wrist / Speed)
1200 DPI4.666710.9 cmHigh (Wrist / Speed)
1600 DPI4.66678.2 cmHigh (Wrist / Speed)
3200 DPI4.66674.1 cmHigh (Wrist / Speed)

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.