Thanks for making this video, I seen you posted it on the Halo reddit, and someone just posted it on the official forums as well. Hopefully this give players and 343 a little insight on how they can improve on the system. Ive mention on another video Id like to see similar options like the Titanfall 2 Advanced controls so here to hoping 343 takes note. Appreciate all your work.
You deserve so much more credit than you are currently getting. People make daily videos on this game's settings yet this is the best, most detailed and accurate video you will find. Both the given information as well as the visuals!
Found this video thanks to a post on Reddit. This went so in depth and not only does it help me understand why things don't feel quite right, but has also helped me learn about what each setting even changes. There are no visuals in Infinite showing what deadzones are, so I was totally off on assuming what all of them were outside of the central deadzone. Good video, hopefully someone in 343 catches wind of this video!
OMG you just mentioned every single problem I noticed on Halo joystick settings with such clarity, you also mentioned the aim assist option to disable it, I completely agree with that! If the game allows you to fine control your joystick sensitivities, accelerations and speed curves then you don't need aim assist anymore (in fact aim assist turns out to affect and mess up with your accuracy once you perfected your joystick settings). Thank you for the video, in the past I wanted to do something like this to show every single problem that Infinite (and other Halo titles) have, but you just made it and its well done and explained.
wow fantastic video by a scientist who actually knows what they're talking about. thank you! few others have even tried to get this right. why does anyone else post on this topic since they typically have no idea of the depth of knowledge provided here. although it is also likely that few people actually have the attention span to appreciate this and that is why every other post isn't being called out as many others even state that they are not exactly sure what these do. I found that with combining the center dead zone with the axial dead zone, I was able to reduce my center dead zone (alone) dramatically to help with stick drift, as this squares the center dead zone as you describe. other wise I'm not sure what the point of the axial dead zone is.
A lot of this is just something that isn't really obvious without graphs to the average player so they explain things the best they can. I just have adapters to be able to more formally test things. Axial deadzones are probably just a carried over from old stick implementations. It can be useful to avoid drift since most times the stick leans diagonally, but otherwise it's only really useful to restrict diagonal movement. Restricting diagonal movements by angle more like Warframe and recent DOOMs can do that without altering the deadzone size/shape and be a little more predictable.
Amazing video! 343 really needs to see this. It would be awesome if you could make a follow-up video with your opinion on the best settings in regard to the current state. I know a lot of it is personal preference, but you seem to be the most versed on this subject and a ton of people would benefit from hearing your opinion. Not only that, it's probably the most popular question out there right now. Thanks again!
Man ive been BEGGING on the forums since the first test flight for "Response/Acc curve" options like you see in other games like Apex and COD. its a shame ignored the aim issues in this game are . and by the time its addressed I'll likely be gone playing something else. GREAT VIDEO , SPREAD THE WORD.
Incredible video! Thank you so much man! Even with all the other deadzone videos out there, i still didn't feel like they had explained things properly. Great video
Thank you for this so much man!!! This was an extremely deep look at the deadzones and exactly wat i was looking for. You just increased my knowledge on how these work ten fold. You are appreciated very much!
Thanks so much, this is the best technical breakdown I've seen on the topic! Very helpful. I've always felt like diagonal aiming was so.... off. Here's a question for a potential future vid: how does Field of View (FOV) affect all of this? Surely screen distortion at higher FOVs will affect the feel. Intuitively, it seems like higher FOV will make you feel "slower" on the same sens/accel since you need to cover more angles of view per unit time? Not sure, but I bet you could figure it out!
FOV does affect the feel, and in some games it can affect the actual turn rate. There's only one or two games I think that made a difference, so I'm not sure how I could cover it. I haven't tested FOV sensitivity differences, but I think that doesn't have an affect on the turn rate in Halo. The tests for Infinite, as well as everything on the MCC were at 105, and another user found the same capped turn rates for the original versions of Reach and 4.
This video is amazing. Thank you for posting this. I’m a 10 horiz/10 vert/5 accel with 0 deadzones and 15 input threshold on the look analog… and man it just feels super slow for me! Fortunately, I’m able to get by with it for now. I have max settings on MCC (H3) and I’d love for it to be nearly the same in infinite. Again, thank you and Happy new year!
@@stayathomedad4830 you should watch fatrat play halo he plays max sensitivity he is an absolute god Also halo games have generally low sensitivity even at max because the there are 2 parts of aiming in halo aim 0-90% stick tilt where a aim smoothing effect is on but not exactly smoothing then the turn action wich activates at the last 90-100% tilt of the stick there it activates the full sensitivity or you could say that the sensitivity acelerates by 2.5x Also there is an minimum input threshold wich we cannot Edit thisbis afected by aim acceleration slider or you could say lowering the aim smoothing
This is really informative. Mouse and keyboard is having aim sensitivity issues as well which is somewhat similar to what I'm seeing here. Basically on M&K, I notice that even though my sensativies are set to 1.0 for each respective scalar, my vertical movement is way faster than my horizontal.
Well done video. Man what s relief to know that's I'm not crazy or just getting super bad at shooters. But also incredibly frustrating that this game is crippled by this to the point I've had to step away from it. This video deserves more attention.
Outstanding video. Thank you very much for doing this. You earned a subscriber Based on your info, other posts I saw and pro player's settings, I'm playing: 5 horizontal 10 vertical 4 aim acceleration And deadzones as low as possible without too much drift. What do you think?
Great video! In your expert opinion, what settings would one need to use to successfully come closest to mimicking halo 2 or halo 3 settings? I understand a lot of things are different but is it somewhat possible to come close? If it helps I also have an elite 2 controller to help.
Really the biggest difference is the lower sensitivity. If it were higher in Infinite then it'd feel pretty close to the the 'modern aiming' version of those games in the MCC. The defaults there are the same there as in Infinite, and the default 10 Max Input Threshold in Infinite matches Halo CE/2's threshold. Max Input would be about 3 for OG Halo 3. Otherwise the OG Halo 2/3 used ~27% axial deadzones(no radial), which you can't set with the current caps in Infinite. I'd generally recommend smaller deadzones since you have the options.
So what is the built in deadzone when axial and radial deadzones are set to 0? Is it axial or radial or a little bit of both? My Eswap controller has no drift in Infinite with deadzones set to 0, but drifts slightly at the same setting in MCC.
This made me totally change my controller settings! I would love to see your analysis on how the M&K acceleration curve works exactly because I they don't tell you exactly but I feel like getting them right would really help be more competitive in games being able to have low sense in BR duals and higher sense while trying to dance The Melee or even just throwing grenades around a room...
Apex Legends and Titanfall 2 are still the Gold Standard when it comes to aiming and aiming settings! it is so jarring going from Apex to Infinite... it feels so bad to play
It's a few different cropped scenes in OBS Studio. I use the TitanTwo device monitor to get the stick input, and then overlay that on images of the tested deadzones. I then lay the OBS footage on top of the gameplay recording in Davinci Resolve.
Watching this video provides so much insight into the total lack of care put into the aiming system of this game. Your solutions are perfectly logical and reasonable and should've been implemented in the first place. It seems like someone's math was wrong in the design portion and they just decided to keep it without actually playing the game. These problems are painfully obvious to anyone with thumbs yet this game was allowed to be put out to the public. The people testing this game must be blind.
The general sensitivity reduction seems to be the only thing new to Infinite. The max sensitivity capping at 5 probably originated in Reach, but I'll have to verify it. The separate accel thresholds and lower vertical sensitivity have been around since CE/2. It would be nice if all of these were addressed, but most of these have been standards for the series.
Do you have any recommendations for the current state of the aiming in this game? I really want to make this game feel the best it can even though all these settings are preference I think its important to not ignore how they work right now. I think I will raise my vertical sens as high as I can to closely match but for like accel I guess it be recommended to use 5? I think for the outer I might just go down to like 5 or something for more control while aiming.
What on earth I thought my controller was broken till I saw this setting. It makes it 1000x harder to aim with this dead zone nonsense. I can’t possibly see an argument for having that be a thing.
The axial deadzone controls part of the size of the deadzone(you basically add up the axial and center deadzones for the total size) and controls how much restricted diagonal movement around the axes there is. It's also what causes the square/squarish shape of the deadzone. You can use this graph from the description to see how different center/axial deadzone changes things since I only changed them together in this video. www.desmos.com/calculator/ihv87efdrf
ok...I play "Battlefield 1" but the principle of the deazones is the same as in "Halo" isn't it?...My problem is: When I set the axial deadzone to 0 the ADSing feels weird (difficult to explain)...the thing is: At 0 axial deadzone ADSing is like the screen drags u into the crosshair and so the aiming is getting weird and unsteady...I dunno how some players (There are some out there) play with 0 axial deadzone... is there any explanation from ur side y it influences the ADSing like it drags u into the screen?@@EternalDahaka
For deadzones, Halo Reach's deadzones are the same 12axial, 12radial as Infinite's, but with the max threshold at 2. You can't mimic Halo 3's effectively. Halo 3 used a ~26% axial deadzone and warped diagonal thresholds('classic aiming' in the MCC). Max Threshold was about 5. Maxing Infinite's sensitivity is the closest you'll get to either without 343i increasing the cap.
aiming feels wearied on this game cause the angels are faster than the vertical and horizontal sensitivity, and its hard to make a decision with aiming, compared to the other games like cod or apex legends
Also, I think you mentioned it in the video but don't remember - what exact deadzone + accel settings best replicate Halo 1 (CE)? That one always felt best. Then I'm thinking for sensitivity just choose vertical = 2*horizontal
You can't mimic OG CE too closely. This doesn't have the 'classic aim' clover-shaped diagonal acceleration threshold and the deadzone sliders don't go high enough to se the ~26% axial deadzone it used. To get to the general size, you can set center to about 13 radial, 15 axial to approximate it. Max Input is accurate at 10. I don't know what specific look accel CE would have used, but I think it's 3-5 since it seemed to build up fast. Nothing you can do about the sensitivity until it's changed. The default deadzone values match the Anniversary version.
@@EternalDahaka Thanks for the response man, awesome stuff. Idea for future vids, you could suggest "setting sets" to match certain feels/specific games. I'm sure others would be interested.
Also is it true that making horizontal and vertical equal in the settings doesn't actually give you 1:1 turn speeds for both axises? Edit: oh wait you answered it
This was a fantastic video. A subscriber sent this to me after my last upload!
This is exceptional! Thank you for the detailed visualization!
Thanks for making this video, I seen you posted it on the Halo reddit, and someone just posted it on the official forums as well. Hopefully this give players and 343 a little insight on how they can improve on the system. Ive mention on another video Id like to see similar options like the Titanfall 2 Advanced controls so here to hoping 343 takes note. Appreciate all your work.
You deserve so much more credit than you are currently getting. People make daily videos on this game's settings yet this is the best, most detailed and accurate video you will find. Both the given information as well as the visuals!
The humming of the mic and the fish tank is super relaxing great job having those in this video!
Finally someone appreciates the effort I put into my audio -quality.-
Found this video thanks to a post on Reddit. This went so in depth and not only does it help me understand why things don't feel quite right, but has also helped me learn about what each setting even changes. There are no visuals in Infinite showing what deadzones are, so I was totally off on assuming what all of them were outside of the central deadzone.
Good video, hopefully someone in 343 catches wind of this video!
Incredible man, just incredible. Thank-you so much for everything. You did what nobody could.
OMG you just mentioned every single problem I noticed on Halo joystick settings with such clarity, you also mentioned the aim assist option to disable it, I completely agree with that! If the game allows you to fine control your joystick sensitivities, accelerations and speed curves then you don't need aim assist anymore (in fact aim assist turns out to affect and mess up with your accuracy once you perfected your joystick settings).
Thank you for the video, in the past I wanted to do something like this to show every single problem that Infinite (and other Halo titles) have, but you just made it and its well done and explained.
Thank you for taking the time to do this, clarifies all my questions.
wow fantastic video by a scientist who actually knows what they're talking about. thank you! few others have even tried to get this right. why does anyone else post on this topic since they typically have no idea of the depth of knowledge provided here. although it is also likely that few people actually have the attention span to appreciate this and that is why every other post isn't being called out as many others even state that they are not exactly sure what these do. I found that with combining the center dead zone with the axial dead zone, I was able to reduce my center dead zone (alone) dramatically to help with stick drift, as this squares the center dead zone as you describe. other wise I'm not sure what the point of the axial dead zone is.
A lot of this is just something that isn't really obvious without graphs to the average player so they explain things the best they can. I just have adapters to be able to more formally test things.
Axial deadzones are probably just a carried over from old stick implementations. It can be useful to avoid drift since most times the stick leans diagonally, but otherwise it's only really useful to restrict diagonal movement. Restricting diagonal movements by angle more like Warframe and recent DOOMs can do that without altering the deadzone size/shape and be a little more predictable.
Amazing video! 343 really needs to see this. It would be awesome if you could make a follow-up video with your opinion on the best settings in regard to the current state. I know a lot of it is personal preference, but you seem to be the most versed on this subject and a ton of people would benefit from hearing your opinion. Not only that, it's probably the most popular question out there right now. Thanks again!
Man ive been BEGGING on the forums since the first test flight for "Response/Acc curve" options like you see in other games like Apex and COD. its a shame ignored the aim issues in this game are . and by the time its addressed I'll likely be gone playing something else. GREAT VIDEO , SPREAD THE WORD.
Incredible video! Thank you so much man! Even with all the other deadzone videos out there, i still didn't feel like they had explained things properly. Great video
Thank you for this so much man!!! This was an extremely deep look at the deadzones and exactly wat i was looking for. You just increased my knowledge on how these work ten fold. You are appreciated very much!
awesome video
Awesome video. Great resource to use if I ever have the opportunity to talk to a 343 developer
Thanks so much, this is the best technical breakdown I've seen on the topic! Very helpful. I've always felt like diagonal aiming was so.... off. Here's a question for a potential future vid: how does Field of View (FOV) affect all of this? Surely screen distortion at higher FOVs will affect the feel. Intuitively, it seems like higher FOV will make you feel "slower" on the same sens/accel since you need to cover more angles of view per unit time? Not sure, but I bet you could figure it out!
FOV does affect the feel, and in some games it can affect the actual turn rate. There's only one or two games I think that made a difference, so I'm not sure how I could cover it.
I haven't tested FOV sensitivity differences, but I think that doesn't have an affect on the turn rate in Halo. The tests for Infinite, as well as everything on the MCC were at 105, and another user found the same capped turn rates for the original versions of Reach and 4.
Man, that was sooo helpful.
Thx
This video is amazing. Thank you for posting this.
I’m a 10 horiz/10 vert/5 accel with 0 deadzones and 15 input threshold on the look analog… and man it just feels super slow for me! Fortunately, I’m able to get by with it for now.
I have max settings on MCC (H3) and I’d love for it to be nearly the same in infinite. Again, thank you and Happy new year!
What's up with you and others trying to max out your settings? All that speed isnt good if you cant hit a shot and try and swipe snipe eve8
@@stayathomedad4830 you should watch fatrat play halo he plays max sensitivity he is an absolute god
Also halo games have generally low sensitivity even at max because the there are 2 parts of aiming in halo aim 0-90% stick tilt where a aim smoothing effect is on but not exactly smoothing then the turn action wich activates at the last 90-100% tilt of the stick there it activates the full sensitivity or you could say that the sensitivity acelerates by 2.5x
Also there is an minimum input threshold wich we cannot Edit thisbis afected by aim acceleration slider or you could say lowering the aim smoothing
This is really informative. Mouse and keyboard is having aim sensitivity issues as well which is somewhat similar to what I'm seeing here. Basically on M&K, I notice that even though my sensativies are set to 1.0 for each respective scalar, my vertical movement is way faster than my horizontal.
Hope this gets more attention, awesome work and effort!
Thank Goodness this guy exist
hey just wanted to say this is the best video ever made on the topic bar none and you deserve more views
Ooh, love it. So happy I found your channel. These vids will be a big help as I tune the controller input in the game I'm making.
Im sad that i only just found this video now, also really glad that i actually did find it. We need 343 to see this and do as the man says.
Finally someone does a dead zone axial tutorial with visualization! Thank you
Well done video. Man what s relief to know that's I'm not crazy or just getting super bad at shooters. But also incredibly frustrating that this game is crippled by this to the point I've had to step away from it.
This video deserves more attention.
Amazing video, for teh forst time i feel i understand these deadzones. Youre a legend
Outstanding video. Thank you very much for doing this. You earned a subscriber
Based on your info, other posts I saw and pro player's settings, I'm playing:
5 horizontal
10 vertical
4 aim acceleration
And deadzones as low as possible without too much drift. What do you think?
vert should be maybe 1 higher than horizontal
Very informative. Thanks for making this.
Great video! In your expert opinion, what settings would one need to use to successfully come closest to mimicking halo 2 or halo 3 settings?
I understand a lot of things are different but is it somewhat possible to come close? If it helps I also have an elite 2 controller to help.
Really the biggest difference is the lower sensitivity. If it were higher in Infinite then it'd feel pretty close to the the 'modern aiming' version of those games in the MCC. The defaults there are the same there as in Infinite, and the default 10 Max Input Threshold in Infinite matches Halo CE/2's threshold. Max Input would be about 3 for OG Halo 3.
Otherwise the OG Halo 2/3 used ~27% axial deadzones(no radial), which you can't set with the current caps in Infinite. I'd generally recommend smaller deadzones since you have the options.
This is an excellent and very well made video
So what is the built in deadzone when axial and radial deadzones are set to 0? Is it axial or radial or a little bit of both? My Eswap controller has no drift in Infinite with deadzones set to 0, but drifts slightly at the same setting in MCC.
So if I wanted to make micro adjustments with my right thumbstick, I would go with 15, 0, 15 for the look thumbstick deadzones?
Sorry if you've already said, which settings would replicate halo 5?
This made me totally change my controller settings!
I would love to see your analysis on how the M&K acceleration curve works exactly because I they don't tell you exactly but I feel like getting them right would really help be more competitive in games being able to have low sense in BR duals and higher sense while trying to dance The Melee or even just throwing grenades around a room...
Bro do higher deadzones help?
Mouse and keyboard? I don't know how I could test the acceleration curve for that. Ideally there should be an option to disable it for 1:1 movement.
amazing
Apex Legends and Titanfall 2 are still the Gold Standard when it comes to aiming and aiming settings! it is so jarring going from Apex to Infinite... it feels so bad to play
Most helpful man
What program are you using to visualize your deadzones?
It's a few different cropped scenes in OBS Studio. I use the TitanTwo device monitor to get the stick input, and then overlay that on images of the tested deadzones. I then lay the OBS footage on top of the gameplay recording in Davinci Resolve.
Watching this video provides so much insight into the total lack of care put into the aiming system of this game. Your solutions are perfectly logical and reasonable and should've been implemented in the first place. It seems like someone's math was wrong in the design portion and they just decided to keep it without actually playing the game. These problems are painfully obvious to anyone with thumbs yet this game was allowed to be put out to the public. The people testing this game must be blind.
The general sensitivity reduction seems to be the only thing new to Infinite. The max sensitivity capping at 5 probably originated in Reach, but I'll have to verify it. The separate accel thresholds and lower vertical sensitivity have been around since CE/2.
It would be nice if all of these were addressed, but most of these have been standards for the series.
@@EternalDahaka I stopped playing the series after Halo 3 so I'm not familiar with the other games and their aiming system.
What about Max Threashold deadzones? What should they be? Some streamers have them at 15 some at 0
Maybe um, do some testing yourself and see what you like? Idk just sayin
Hi can you tell me what fov what used in every Halo game? I'm trying to base my sensitivity on those games.
Do you have any recommendations for the current state of the aiming in this game? I really want to make this game feel the best it can even though all these settings are preference I think its important to not ignore how they work right now. I think I will raise my vertical sens as high as I can to closely match but for like accel I guess it be recommended to use 5? I think for the outer I might just go down to like 5 or something for more control while aiming.
Amazing Analysis. Do you have any plans to release the code for playing around with the numbers and seeing how they affect the deadzones and curve?
www.desmos.com/calculator/ihv87efdrf
Forgot to add it to the description.
I gave you a like to try and help. Were you saying that any sensitivity from 5-10 has the same 180° turn speed?
Yes. The general turn rate increases as expected, but the look acceleration caps at ~360 degrees/second.
@@EternalDahaka awesome I won't go over sensitivity 5 than since I only went higher to do 180s faster. I wish I had your brain.
What settings do you recommend then?
Should I have H half of V? to make movement more even?
Just to clarify, making axial deadzone 0 removes the blue. And making max input threshold 0 makes your outer deadzone at 98%?
Yes
Getting ridnof blue also rounds out centrr deadzone.
Any chance that you or someone else could do Halo 5 forge on pc and see what the dead zones look like on there at "0"
Question: What settings should i set everything to to get an exact copy of H5 settings. Lol.
Side note 343 hire this man now.
Why is there no linear aim curve
Would really like a response curve slider similar too what apex has.
So to have equal horizontal and vertical I can only go 5 sensitivity horizontal? That's lame af.
What on earth I thought my controller was broken till I saw this setting. It makes it 1000x harder to aim with this dead zone nonsense. I can’t possibly see an argument for having that be a thing.
Response curve is very bad of this game
I hope they well add and option for it soon
hello...what does axial deadzone?
The axial deadzone controls part of the size of the deadzone(you basically add up the axial and center deadzones for the total size) and controls how much restricted diagonal movement around the axes there is. It's also what causes the square/squarish shape of the deadzone.
You can use this graph from the description to see how different center/axial deadzone changes things since I only changed them together in this video.
www.desmos.com/calculator/ihv87efdrf
ok...I play "Battlefield 1" but the principle of the deazones is the same as in "Halo" isn't it?...My problem is: When I set the axial deadzone to 0 the ADSing feels weird (difficult to explain)...the thing is: At 0 axial deadzone ADSing is like the screen drags u into the crosshair and so the aiming is getting weird and unsteady...I dunno how some players (There are some out there) play with 0 axial deadzone... is there any explanation from ur side y it influences the ADSing like it drags u into the screen?@@EternalDahaka
Any idea what settings i should use to make it like halo rach or halo 3
For deadzones, Halo Reach's deadzones are the same 12axial, 12radial as Infinite's, but with the max threshold at 2.
You can't mimic Halo 3's effectively. Halo 3 used a ~26% axial deadzone and warped diagonal thresholds('classic aiming' in the MCC). Max Threshold was about 5.
Maxing Infinite's sensitivity is the closest you'll get to either without 343i increasing the cap.
@@EternalDahaka oukay thank you. Great video man where do you get all the info in case i wonder something in the future
Good stuff, come back
aiming feels wearied on this game cause the angels are faster than the vertical and horizontal sensitivity, and its hard to make a decision with aiming, compared to the other games like cod or apex legends
They keep those tiny deadzones in at 0% to prevent the hordes of uninformed nerds from raging over "broken slow turn drifting" controllers.
343 please respond
thank you so much, great video
Also, I think you mentioned it in the video but don't remember - what exact deadzone + accel settings best replicate Halo 1 (CE)? That one always felt best. Then I'm thinking for sensitivity just choose vertical = 2*horizontal
You can't mimic OG CE too closely. This doesn't have the 'classic aim' clover-shaped diagonal acceleration threshold and the deadzone sliders don't go high enough to se the ~26% axial deadzone it used.
To get to the general size, you can set center to about 13 radial, 15 axial to approximate it. Max Input is accurate at 10. I don't know what specific look accel CE would have used, but I think it's 3-5 since it seemed to build up fast. Nothing you can do about the sensitivity until it's changed.
The default deadzone values match the Anniversary version.
@@EternalDahaka Thanks for the response man, awesome stuff. Idea for future vids, you could suggest "setting sets" to match certain feels/specific games. I'm sure others would be interested.
Also is it true that making horizontal and vertical equal in the settings doesn't actually give you 1:1 turn speeds for both axises?
Edit: oh wait you answered it
Wait so the accel setting also affects your sensitivity even when you havent hit the max input threshold yet?
thank you! 🦫🦫🦫