Playing Halo Infinite with JoyShockMapper

All you need to know about playing Halo Infinite with JoyShockMapper:

  • Real World Calibration: 44.445
  • Mouse Control Mode: Camera
  • Raw Input: Yes

Halo Infinite is the first game to launch simultaneously on Xbox and PC. The PC port is also the first halo title to officially support (so far) hybrid/simultaneous mouse and controller inputs at the same time.

This is great for making setting up gyro easier on gyro capable controllers like a Playstation or Switch Pro controller as all you need to do in JSM is emulate an xbox controller and then bind the gyro to mouse. The game will recognize both at the same time, so you won't have to write up a document that emulates mouse and keyboard like MCC needs to.

X-Input will still work, and neither controller nor mouse input's will flicker between each other. They will work at the same time.


Real World Calibration: 44.445

Every game has a unique REAL_WORLD_CALIBRATION value that maps a mouse movement to the same in-game movement. For games that use the mouse, this makes it so that the same sensitivity values work identically across different games. For games where the mouse turns the camera, this is also what makes flick stick work correctly.

REAL_WORLD_CALIBRATION = 44.445

Mouse Controls: Camera

In this game, the mouse controls the camera. This means, when calibrated correctly, you can use the same gyro/stick sensitivities you already use in JoyShockMapper with other camera-mouse games, such as FPS, TPS, 3D platformers, etc.

This also means that JoyShockMapper configurations can correctly map real-life rotations of the controller to the same rotations in-game, and if you use the flick stick, you can flick the thumbstick in any direction to turn to face the same direction in-game in a fraction of a second.

In this game, the mouse controls an on-screen cursor. This means, when calibrated correctly, you can use the same gyro/stick sensitivities you already use in JoyShockMapper with other cursor-mouse games, such as RTS, 2D puzzlers, Dota-likes, etc.

Raw Input: Yes

Some games use raw mouse input — they are unaffected by your Windows mouse settings. This simplifies calibration. For games that don't use raw mouse input (such as Halo Infinite), you'll need to ask JoyShockMapper to account for your Windows mouse sensitivity with the following command:

COUNTER_OS_MOUSE_SPEED

If you change your Windows mouse sensitivity while JoyShockMapper is running, you should COUNTER_OS_MOUSE_SPEED again, as JoyShockMapper only checks the setting when you give it this command.

Halo Infinite can use raw mouse input, or if it doesn't by default, it can be enabled in the options (this should be mentioned in the summary at the top of the page). This means that the game is unaffected by your Windows mouse settings, so JoyShockMapper doesn't need to counter those settings. By default, this doesn't require anything of JoyShockMapper, but if you've changed this behaviour (ie: used COUNTER_OS_MOUSE_SPEED) and don't want to RESET_MAPPINGS and undo all your changes, you can restore the default behaviour appropriate for games that use raw mouse input with the following command:

IGNORE_OS_MOUSE_SPEED

Game Sensitivity

Don't forget, you should always have IN_GAME_SENS set to your in-game mouse settings so JoyShockMapper can account for them. You can do this like so:

IN_GAME_SENS = <Halo Infinite Mouse Sens>

Further Reading

To learn more about downloading and using JoyShockMapper, click here.

Community Configurations

Members of GyroWiki can add example config files for this game: