The Settings menu in Halo Infinite allows players to modify aspects of gameplay and interactivity to suit their individual play styles. Each setting functions differently from one another and can greatly impact how players approach Halo Infinite.
To access Settings:
- View the Control Panel or Pause Menu. By default, the Pause Menu or Control Panel can be opened by:
- On keyboard: pressing F1 anywhere in game or ESC from the Main Menu.
- On controller: pressing the Menu button.
- To learn more about the buttons on the Xbox controller, view the Get to know the new Xbox Wireless Controller article from Xbox Support
- Select Settings.
- Select the tab that contains the setting you wish to modify.
- On controller, cycle through tabs using LB and RB (left and right bumpers).
- On keyboard, press E or Q to cycle through tabs or select the relevant tab using the mouse cursor.
- To reset all settings in a tab to their original settings, select Restore Defaults (F on keyboard or X on controller).
Controller
General
Button Layout: Players can choose from several pre-built button layouts for Xbox controllers. When an option has been selected, the controller diagram updates to show the button mapping, which refers to how the controller is configured. The full list of layouts includes:
- Default (the standard button layout for Halo Infinite)
- Legacy
- Bumper Jumper
- Recon
- Button Puncher
- Helljumper
- Custom
If you modify any of the button bindings, your layout will be labeled as Custom.
Thumbstick Layout: These options change how the thumbsticks control movement, looking, strafing, and camera rotation. The full list of layouts includes:
- Default
- Legacy
- Southpaw
- Legacy Southpaw
Vibration: Controller vibration can be toggled on or off.
Movement & Aiming
These settings refer to the movement of the player character and the camera. By default, the Left Thumbstick (LS) controls player movement, and the Right Thumbstick (RS) controls the camera direction. The LS is referred to as the move thumbstick in-game, and the RS is referred to as the look thumbstick in-game.
- Invert Look (Vertical): When enabled, the camera will look up when the look thumbstick is moved down and vice versa.
- Invert Look (Horizontal): When enabled, the camera will look left when the look thumbstick is moved right and vice versa.
- Invert Flight: When enabled, the camera will look up when the look thumbstick is moved down and vice versa while flying a vehicle.
- Hold to Crouch: Set whether the Crouch button needs to be held down to remain in a crouched position.
- Hold to Zoom: Set whether the Zoom button needs to be held down in order to zoom-in using a scoped weapon, such as the BR75 or the Stalker Rifle.
- Hold to Sprint: Set whether the Sprint button needs to be held down to continue sprinting.
- Movement Assisted Steering: Set whether the move thumbstick can steer wheeled vehicles in addition to steering with the camera.
- Maintain Sprint: Set whether to automatically resume sprinting after performing certain actions, such as clambering or crouch sliding.
- Auto Clamber: Set whether to automatically mantle up an accessible ledge while airborne.
- Step Jump: Set whether to reduce jump height when jumping onto lower ledges.]
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Zoom Reset Behavior: Modify the zoom reset behavior of a scoped weapon. There are two Zoom Reset Behavior options:
- Infinite: If the player zooms in, modifies the zoom level, then zooms out, the zoom level will remain the same as the level the player previously selected.
- Legacy: The zoom level will always start at the first zoom level once the player initially zooms in.
- Aim Magnetism: Set to enable/disable magnetism to slightly pull the reticle to the nearest target while firing.
Sensitivity & Acceleration
Sensitivity refers to how much or how little you need to move a thumbstick to get a response on screen. Increasing sensitivity means smaller movements on your thumbstick create larger movement in-game and vice versa. Players can set the horizontal and vertical sensitivity separately.
Acceleration dictates how quickly the movement reaches its maximum speed.
- Look Acceleration: Sets acceleration speed when the look thumbstick is fully engaged. A higher value will reach the maximum speed faster.
- Look Sensitivity (Horizontal): Sets the Left/Right sensitivity on the look thumbstick.
- Look Sensitivity (Vertical): Sets the Up/Down sensitivity on the look thumbstick.
Zoom Sensitivity
This setting determines the look sensitivity of a scoped weapon while zoomed in. Weapons have varying levels of magnification from 1.4x to 10x.
- Select Zoom level
- Adjust sensitivity
- The change is applied to all weapons that use the selected Zoom level.
To change the zoom sensitivity for all weapons, you will need to select each Zoom level independently.
- Zoom Level: Selects the zoom levels sensitivity to modify. Changes apply to all weapons with the selected value.
- X Sensitivity: Sets sensitivity while zoomed in for the selected zoom level. Higher number means higher sensitivity.
Trigger Deadzone
Players can modify how much or how little the triggers on the controller need to be pressed before they register input from the player.
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Inner Deadzones dictate how far down the trigger must be pressed before performing the intended action.
- Higher percentages increase the amount of pressure you need to apply to the trigger for the input to register.
- Lower percentages reduce the amount of pressure needed for the input to register.
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Outer Deadzones control how far the trigger needs to be pressed to be considered fully pressed down.
- Higher percentages reduce the amount of pressure needed for the trigger to be fully pressed down.
- Lower percentages reduce the amount of pressure needed for the trigger to be fully pressed down.
Move Thumbstick & Look Thumbstick
These settings allow players to modify the sensitivity of both the look and move thumbsticks.
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Center Deadzone: Refers to how far the move thumbstick is from center before the minimum input registers.
- Lower numbers allow for more immediate changes in direction.
- Higher numbers can potentially reduce controller drift.
- Drift is when your controller behaves as if you are pressing the thumbstick in a direction even when you are not touching the controls. By default, the center deadzone is set high to potentially prevent controller drift.
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Max Input Threshold: Sets how far the thumbstick is from its maximum movement in one direction before maximum input is registered.
- Lower numbers mean that the thumbstick’s maximum input is reached sooner when moving.
- Higher numbers mean that the thumbstick will require more movement before reaching their maximum input.
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Axial Deadzone: Sets how far the thumbstick is from the X (horizontal) or Y (vertical) axes before minimum input registers.
- Lower values feel more responsive.
- Higher values reduce drift, should it occur.
Button Mapping Settings
These settings show which buttons are currently assigned to different actions. Select an action to change what the button is currently set to. Bindings can be changed for:
- On Foot: Jump, Crouch/Slide, Sprint, Fire Weapon, Use Equipment, Melee, Throw Grenades, Reload/Vent/Interact, Switch Weapon / Drop Weapon, Drop Weapon, Zoom, Zoom Level, AI Scan, Helmet Light/Mark.
- Campaign Menu/Scoreboard: Campaign Menu/Scoreboard, Scoreboard Interact.
- Vehicle: Boost/E-Brake, Ascend/Brake, Descent/Tricks, Fire Weapon, Reload/Vent, Switch Seats, Switch Weapon, Melee, AI Scan, Throw Grenade.
- Equipment: Switch Equipment, Equip Slot 1, Equip Slot 2, Equip Slot 3, Equip Slot 4.
- Grenades: Switch Grenade, Equip Frag Grenade, Equip Plasma Grenade, Equip Dynamo Grenade, Equip Spike Grenade.
- Theater/Observer: Cycle Camera, Toggle UI, Toggle Outlines, Toggle Outline Occlusion, Skip Forward, Skip Backward, Fast Forward, Toggle Legend, Camera Up, Camera Down, Camera Zoom, Camera Boost, View Previous Player, View Next Player, Toggle Team Stat Boards, Toggle Player Switcher, Toggle Timeline Zoom.
- TacMap: Set/Clear Waypoint, Zoom Out, Zoom In, View Missions, Center on Player, Mission Options.
Keyboard/Mouse
Movement & Aiming
- Invert Look (Vertical): When enabled, the camera will look up when the look thumbstick is moved down and vice versa.
- Invert Look (Horizontal): When enabled, the camera will look left when the look thumbstick is moved right and vice versa.
- Invert Flight: When enabled, the camera will look up when the look thumbstick is moved down and vice versa while flying a vehicle.
- Hold to Crouch: Set whether the Crouch button needs to be held down to remain crouched.
- Hold to Zoom: Set whether the Zoom button needs to be held down to remain zoomed in.
- Hold to Sprint: Set whether the Sprint button needs to be held down to continue sprinting.
- Maintain Sprint: Set whether to automatically resume sprinting after performing certain actions, such as clambering or crouch sliding.
- Auto Clamber: Set whether to mantle while airborne when moving near an accessible ledge.
- Step Jump: Set whether jump height is automatically reduced when jumping on low ledges.
- Movement Assisted Steering: Set whether the move thumbstick will help steer wheeled vehicles in addition to steering with the camera.
- Hold to Walk: Set whether the walk key needs to be held down to remain walking.
- Player Walk Throttle Scale: Set the scale at which the player's movement slows down when walking.
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Zoom Reset Behavior: Modify the zoom reset behavior of a scoped weapon. There are two Zoom Reset Behavior options:
- Infinite: If the player zooms in, modifies the zoom level, then zooms out, the zoom level will remain the same as the level the player previously selected.
- Legacy: The zoom level will always reset to the first zoom level once the player initially zooms in.
- Aim Magnetism: Set to enable/disable magnetism to slightly pull the reticle to the nearest target while firing.
Sensitivity
Sensitivity refers to how much or how little you need to move the mouse to get a response on screen. Increasing sensitivity means smaller mouse movements create larger movement in-game and vice versa.
The sensitivity of vertical and horizontal mouse movement can also be modified.
- Mouse Sensitivity: Sets the overall mouse sensitivity.
- Sensitivity Scale (Vertical): Sets sensitivity for up/down mouse movement.
- Sensitivity Scale (Horizontal): Sets sensitivity for left/right mouse movement.
Zoom Sensitivity
This setting determines the look sensitivity during chosen levels of Zoom while zoomed in with a scoped weapon. Weapons have varying levels of magnification from 1.4x to 10x.
- Select Zoom level
- Adjust sensitivity
- The change is applied to all weapons that use that Zoom level.
To change the zoom sensitivity for all weapons, you will need to select each Zoom level separately.
- Zoom Level: Selects a zoom level from 1.4x to 10x.
- X Sensitivity: Sets the sensitivity for the selected zoom level.
Mouse Acceleration
Mouse acceleration dictates the speed of in-game look movement. Acceleration increases speed but may reduce pinpoint accuracy.
If enabled, Mouse acceleration settings are:
- Minimum Acceleration Rate: Set the lowest threshold at which Mouse acceleration starts.
- Maximum Acceleration Rate: Set the upper limit at which Mouse acceleration ends.
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Acceleration Scale: Set the acceleration scaling curve.
- Raising the number increases how steep the acceleration curve is and vice versa.
- Acceleration Power: Set how intense the scaling curve is.
Custom keybinding settings
These settings show which keys are currently assigned to different actions. Select an action to change what the key is currently set to. Changes made to key bindings can apply to:
- On Foot: Move Forward, Move Backward, Move Left, Move Right, Jump, Crouch/Slide, Sprint, Walk, Fire Weapon, Use Equipment, Melee, Throw Grenade, Reload/Vent, Switch Weapon, Drop Weapon, Interact, Zoom, Zoom Level, Switch to Next Grenade, AI Scan, Mark, Toggle Helmet Light, Equip Slot 1, Equip Slot 2, Equip Slot 3, Equip Slot 4, Switch Equipment, Switch to Previous Equipment
- Campaign Menu/Scoreboard: Campaign Menu/Scoreboard, Scoreboard Interact
- Vehicle: Boost/E-Brake, Ascend/Brake, Descent/Tricks, Switch Seats, Fire Weapon, Melee, Throw Grenade, Reload/Vent, Switch Weapon, Interact, Switch Grenade, Switch to Previous Grenade, AI Scan, Mark, Equip Slot 1, Equip Slot 2, Equip Slot 3, Equip Slot 4,
- Communication: Open Text Chat, Voice Chat
- Theater/Observer: Cycle Camera, Toggle UI, Toggle Outlines, Toggle Outline Occlusion, Skip Forward, Fast Forward, Toggle Legend, Camera Up, Camera Down, Camera Zoom, Camera Boost, 1st Person Camera, 3rd Person Camera, Free Camera, Orbit Camera, View Previous Player, View Next Player, View Player 1, View Player 2, View Player 3, View Player 4, View Player 5, View Player 6, View Player 7 View Player 8, Toggle Team Stat Boards, Toggle Player Switcher, Toggle Timeline Zoom
- TacMap: Set/Clear Waypoint, Zoom Out, Zoom In, View Missions, Pan Left, Pan Right, Pan Up, Pan Down, Center on Player, Mission Options
Video
How much VRAM is used can be automatically shown in Video settings. Press Y on controller or R on keyboard while in the Video tab to calibrate the screen (set how bright the display is).
Display
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Field of View: Sets the camera view angle.
- Higher angles enable a wider and taller area on-screen at the cost of performance.
- Lower angles help with motion sickness.
- Display Adapter: Select which graphics card the game uses.
- Display Monitor: Select which monitor displays the game.
- Borderless Fullscreen: Sets whether the game displays in borderless fullscreen or as a resizable window.
- Window Size: Select what window size is displayed when Borderless Fullscreen is turned off.
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Resolution Scale: Sets the internal 3D resolution as a percentage of the default resolution size of the window.
- Set below 100% can improve performance.
- Set above 100% to supersample for better image quality.
- Supersampling is an anti-aliasing process that reduces jagged edges.
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Minimum Frame Rate: Sets the minimum frame rate.
- When your game experiences poor performance, the resolution dynamically decreases to maintain this minimum framerate.
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Maximum Frame Rate: Sets the maximum frame rate.
- Lowering the maximum frame rate may result in more consistent frame rates and smoother experiences.
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Vsync (Vertical Synchronization): Set whether to enable triple buffered Vsync to eliminate screen tearing at the cost of increased latency.
- Screen tearing is a visual artifact that occurs when a display appears to show multiple frames at once due to the video feed not being in sync with the display's refresh rate. This results in a split in the image, where the edges of objects appear disjointed or 'torn'.
- Limit Inactive Frame Rate: Set whether to continue to enforce the Maximum Frame Rate setting when the Halo Infinite window is not in focus.
Graphics
Video Graphics settings vary between PC and Xbox Consoles.
Xbox Console Graphics Settings
Graphics Quality is a video setting for some Xbox consoles that allows players to choose between two different modes: Quality and Performance. Quality mode prioritizes the resolution over the framerate. Performance mode prioritizes the framerate over the resolution.
If this option is grayed out, it is not possible to increase the graphics quality, or you need to enable Quality mode. Quality mode requires a TV and cable that supports 120 Hz refresh rate.
See How to enable Graphics Quality mode for Halo Infinite for more information.
PC Graphics Settings
All PC video settings are dependent on the hardware specifications of each player’s PC.
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Quality Preset: Set the graphics quality preset for all graphics settings.
- The default setting will depend on your hardware.
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Anti-Aliasing: Sets the quality of temporal anti-aliasing, which reduces jagged lines on the edges of objects.
- Higher settings use more processing power for a crisper image. Higher values here may result in smoother edges at the cost of performance and image clarity.
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Texture Filtering: Sets the level of anisotropic filtering (AF), which effects how textures are seen in the distance.
- Higher levels improve textures on shapes that are parallel to your line of sight.
- Higher levels of anisotropic filtering can affect frame rates and uses video memory.
- Ambient Occlusion: Produces shadow effects that more accurately depict the shading around small details or edges.
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Texture Quality: Controls the resolution quality of the textures. Higher levels enable higher resolution textures to be streamed, creating a sharper, more detailed image.
- Restart the game to see changes made to this setting.
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Geometry Quality: Sets the quality of detail for geometry. Higher settings increase detail, including increased image quality at further distances and reduce pop-in.
- Pop-in is when an object suddenly becomes visible in close proximity.
- Reflections: Sets the visual quality of reflections. Higher settings increase resolution and accuracy of reflections.
- Depth of Field: Setting higher values better simulates the blurring of areas that are out of focus.
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Shadow Quality: Select the resolution and filtering quality of sun shadows, the distance at which objects cast shadows, and the number of shadow cascades.
- This setting also controls the quality of screen space shadows.
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Lighting Quality: Sets the quality of light fixtures and their shadows.
- Higher quality increases the distance at which lights render, the maximum number of shadows rendered and the quality of those shadows.
- Volumetric Fog Quality: Sets the resolution and definition of midrange volumetric fog, such as how light is diffused in fog.
- Cloud Quality: Sets the resolution of volumetric clouds, which affects their shape and lighting.
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Dynamic Wind: Sets the quality of wind effects.
- Higher quality increases the area of effect and complexity of wind effects.
- Ground Cover Quality: Sets the density and how far away foliage, rocks, and other small objects are displayed.
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Effects Quality: Sets the quality and complexity of effects such as explosions and dynamic lights.
- Lower quality may disable non-essential effects to maintain performance.
- Restart the game to see the changes take effect.
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Decal Quality: Sets the quality of decals, such as bullet holes, explosion scorches, tire tracks, and footprints.
- Higher quality increases how long the decals persist.
- Terrain Quality: Select the quality of the terrain. Higher quality enables higher detailed terrain geometry, increases quality at further distances, and reduces pop-in.
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Animation Quality: Sets the quality and smoothness of character animations. This does not affect animations for your character.
- When set to Auto, quality is based on your CPU.
- When set to Max, it forces maximum quality regardless of hardware.
- Simulation Quality: Sets the quality of miscellaneous sandbox operations, such as vehicle suspension systems and vehicle audio.
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Flocking Quality: Set the quality and quantity of simulated flocks, such as birds and animal herds.
- Async Compute: Allows compute work to happen in parallel with graphics work if your GPU supports this.
Raytracing
Raytracing was added for PC in March 2023 with the Season 3: Echos Within update, and in June 2023 for Xbox Series X|S consoles with the Season 4: Infection update.
Raytraced Sun Shadows: When this feature is enabled, all shadows cast by the sun will appear more detailed during Multiplayer. This setting requires DXR Tier 1.1 support and functions with AMD Radeon RX 6000 Series and later, as well as GeForce RTX 2000 Series and later. Depending on hardware specifications, enabling this feature could impact your PC’s performance. This setting is also available on the Xbox Series X.
Raytraced Show Shadows OFF
Raytraced Sun Shadows HIGH
Raytracing only applies to Multiplayer, not Campaign. If your hardware does not support Raytracing, the option will be grayed out in the Video settings menu.
Settings are: Off, Low, Medium, and High on PC, and On/Off for Xbox Series X.
Sensory
Players can turn off visual effects or reduce the intensity of visual effects such as explosions and sprinting. Visual effects that can be modified include:
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Blur: Set the amount of radial blur applied.
- This distortion appears during explosions, sprinting, cinematic sequences, and whenever equipment is used.
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Screen Shake: Set the intensity of camera movement during high impact events.
- This shaking appears during explosions, cinematic sequences, and whenever equipment is used.
- Exposure: Set the intensity of effects, such as bright flashes during explosions, equipment use, and cinematic sequences.
- Full Screen Effects: Set the intensity of effects that cover the entire screen, such as shield recharge or equipment use.
- Speed Lines: Toggle wind streak effects, the white lines that appear while sprinting.
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Sharpening: Set the crispness of edges and texture details.
- Lower sharpness creates a more blended image.
- Higher sharpness produces a more pronounced image.
Sensory options can also be found in the Accessibility tab.
Audio
Volume
The volume of the in-game audio can be adjusted separately across different categories. Some sounds can be modified via multiple volume controls. The Volume settings include:
- Main: Set the volume for all in-game audio.
- Voice: Set the volume for in-game dialogue.
- Music: Set the volume for all in-game and menu music.
- Menu Music: Set the volume of the menu music.
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Sound Effects: Set the volume for all in-game sound effects.
- This includes environmental and hit detection sounds.
- Environmental Effects: Set the volume for environmental sounds, including wildlife.
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Hit Detection Effects: Set the volume for damage feedback sounds.
- This includes the sounds that play when dealing damage, receiving damage, and killing enemies.
- Inactive Mute (PC only): Set whether to mute game audio with the game window is not in focus.
Hardware
Dynamic Range: Sets the overall dynamic range of all game audio.
- Dynamic Mode: When selected, loud sounds are loud and quiet sounds are quiet.
- Compressed Mode: When selected, all sounds are mixed evenly so everything can be heard, even at low volumes.
Subtitles
Control whether subtitles appear in-game whenever dialogue is spoken.
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Visibility: Select how subtitles are displayed.
- When set to Automatic, subtitles appear if the voice and text language are different.
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Display: Select the type of subtitles displayed
- Choose from All or Story Only.
- When set to Story Only, subtitles are only displayed for the dialogue of major characters.
- Size: Set the size of subtitles.
- Background Opacity: Set the opacity of the subtitle background.
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Highlight: Select how the subtitles appear.
- Choose from None, Speaker, or Line.
- Speaker displays the speaker’s name in a distinct color.
- Line displays the speaker’s entire line of dialogue appear in a distinct color.
Settings for Subtitles are also included in the Accessibility tab.
Communication
These settings are used to control how players speak to each other while in a Fireteam.
- Voice Chat Input Device: Select an audio source to use for voice chat or see what input device you have selected.
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Voice Chat Mode: Set whether your microphone settings are open, disabled, push-to-talk, or toggle-to-talk.
- Push-to-talk button mapping can be altered in Keyboard/Mouse Settings.
- Please refer to the manufacturer’s instructions for more information about push-to-talk or toggle-to-talk features that may be available on your devices.
- Fireteam & Lobby Chat: Set whether to enable voice and text chat with your fireteam and the lobby (pre-game)
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Match Chat: Sets whether you want to enable voice and text chat from players in the game.
- If you would like to keep voice chat, but turn off text chat, you can do that in UI settings.
- You can also mute individual players.
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Incoming Voice Chat Volume: Set volume of the voice chat from other players.
- Text-to-Speech options are available under the Accessibility Tab.
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Spartan Chatter: Set whether other Spartans
NPCsautomatically call out events during multiplayer. - Personal AI Chatter: Set whether your Personal AI will automatically call out events during multiplayer.
Audio troubleshooting
If you experience audio issues, we have a troubleshooting guide for common configuration issues. You may also want to check the manufacturer’s troubleshooting guides or support.
Gameplay
Matchmaking
Search Region: Lets players change which region of the world you matchmake in.
- Expanded: this allows you to matchmake using a broader search. Enabling this setting may improve skill matches and the wait time for a match to start.
- Local: this will restrict matchmaking to players that are only in your region, which may improve your ping and latency.
When matchmaking in a Fireteam, the Fireteam leader’s settings will be used, and the local region will be determined based on the locations of the Fireteam members.
Heads-up Display (HUD)
The HUD is the tactical information that is displayed on-screen. This includes status information, such as health, ammo, and strategic markers that show various points of interest in the game world. In Multiplayer, it includes the number of points scored.
- HUD: Set whether the HUD is visible.
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HUD Opacity: Set how transparent the HUD is.
- By default, the HUD is at 50% opacity.
- Increase the opacity to make the HUD appear more solid and less transparent.
- HUD Marker Opacity: Set the opacity of player, equipment, objective, and navigation markers on the HUD.
- Event Feed Background Mode: Set which events in the event feed have a background behind the text.
- Event Feed Background Opacity: Set the opacity of the event feed background.
- Tips & Tutorials: Set whether tips and tutorials are visible during gameplay.
- Text Chat: Set whether the text chat in multiplayer is visible.
- Text Chat Display Time: Set the number of seconds messages are visible before fading out.
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Text Chat Background Opacity: Set the opacity of the background of the text chat window.
- By default, the opacity is at 85%.
- Horizontal Display Margin: Determines how far away the UI is positioned from the left and right sides of the screen.
- Vertical Display Margin: Determines how far away the UI is positioned from the top and bottom of the screen.
- Multiplayer Scoreboard Control: Determines whether the multiplayer scoreboard is opened and closed with separate button presses or by holding down a button.
- FPS (frames per second) Counter: Set whether frames per second information is displayed in the top right of the screen.
- Network Statistics: Set whether network latency counter is displayed in the top right of the screen.
Outlines & Colors
UI Component settings apply to Campaign and Multiplayer.
- Enemy UI Color: Set the color for Enemy UI Components.
- Friendly UI Color: Set the color of UI Components for members of your team.
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Fireteam Marker Color: Set the color of your Fireteam’s markers. This setting only applies to Multiplayer.
- Fireteam markers are small banners with a star symbol that hover above the heads of Fireteam members. These markers can also include their name.
- In Big Team Battle (BTB) games where there are more players in a match, members of your Fireteam you load in with will have the Fireteam marker. Other team members will have the Friendly UI Color marker.
- Outline Opacity: Allows you to set the opacity of the character outlines.
- Outline Thickness: Allows you to control how thick the character outlines appear.
- Reticle Outline Opacity: Allows you to set the opacity of your reticle’s outline.
- Reticle Outline Thickness: Allows you to control how thick your reticle’s outline appears.
Markers & Banners
Names and markers, when turned on, float above players’ heads in Multiplayer.
- Show Enemy Names: Set whether names are shown on enemy players.
- Show Friendly Names: Set whether names are shown for members of your team.
- Show Fireteam Names: Set whether names are shown on Fireteam markers.
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Custom Game Player Names: Set whether the name displayed is the Gamertag or the in-game Service Tag.
- Service tags are defined in the Customize menu. They can be any combination of 1-4 alphanumeric characters.
UI (User Interface) Visual Effects
Set whether the following visual effects are applied to your HUD.
- Chromatic Aberration: A visual effect that mimics what it can be like capturing an image through a camera lens.
- Bloom: When Bloom is turned on, the edge of lines in the HUD will have a more feathered, textured effect. When Bloom is turned off, the lines around the HUD will become crisper.
- Parallax: used to create a sense of three dimensions and depth of field through subtle distortions.
Observer Interface
Observer mode is an option available only in Custom Games. If Observers are enabled in a Custom Game, players can join the Observer team.
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Starting Camera Type: 1st Person, 3rd Person, Free, and Cinematic/Attach
- 1st person mode: Follow the action through the perspective of the player you have selected.
- 3rd person mode: Use the right thumbstick to change camera angles while moving with the action of a player.
- Free Camera: Go anywhere on the map. Use the left thumbstick to move and the right thumbstick to change camera angles.
- Cinematic/Attach: A cross between 3rd person and Free Camera. Follows a particular player but with more options for moving the camera while still following that player. The camera automatically transitions to different camera angles when the player moves.
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Starting Perspective: Set whether the Observer is viewing the game from a player’s perspective or as a neutral broadcaster.
- Player: The player’s Friendly and Enemy UI colors are used.
- Broadcast: The team colors and UI components are determined by Observer Team Colors listed below.
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Statboard: Set whether stat information is visible when the match starts.
- The Statboard lists the number of kills, assisted kills, deaths, points towards an objective and score for each player.
- If there are bots in the game, their points are not listed in the Statboard.
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Player Switcher: Set whether the Player Switcher is visible when the game starts.
- You cannot switch to the perspectives of bots.
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Starting Outlines: Can be set to off, on, or game when this functionality is available.
- This can only be done before the match starts.
- You cannot turn outlines on or off during the match.
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Starting Occluded Outlines: Can be set to off, on, or game when this functionality is available.
- This can only be done before the match starts.
- You cannot turn outlines on or off during the match.
- Outline Opacity: Allows you to set the opacity of each character’s outline in Observer mode.
- Outline Thickness: Allows you to set the thickness of each character’s outline in Observer mode.
- Observer Team 1 Color: Set Team 1’s color when observing in Broadcast mode.
- Observer Team 2 Color: Set Team 1’s color when observing in Broadcast mode.
- Use Observer Team Names: Allows you to set whether to display Observer Team Names instead of Halo Infinite Team Names in the UI during a match.
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Observer Team 1 Name: Lets you customize the Team Name of the first Observer Team.
- The default name for Observer Team 1 is SEA.
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Observer Team 2 Name: Lets you customize the Team Name of the second Observer Team.
- The default name for Observer Team 2 is TAC.
Theater Interface
- Event Timeline: Set whether the timeline is visible when the film starts.
- Controls: Set whether controls are visible when the film starts.
Weapon Offsets
Weapon Offset modifies where a player’s weapon is displayed on the screen. These settings do not change how the weapon aims or functions:
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Weapon Type: Select a weapon type and then modify the offsets below for that category.
- The four types of weapons are Melee, Pistol, Rifle, and Heavy.
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Horizontal Offset
- -%100 moves the weapon to the left.
- %100 moves the weapon to the right.
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Vertical Offset
- -%100 moves the weapon down.
- %100 moves the weapon up.
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Depth Offset
- -%100 moves the weapon closer into your body.
- %100 moves the weapon further out from your body.
Accessibility
To learn more about the accessibility settings in Halo Infinite, visit our Accessibility Features in Halo Infinite article.