I'm trying something a bit different with this video, by having a long stretch of gameplay without any commentary. The goal here is to be able to focus on what these controls play like without interrupting it to include explanatory clips like the weapon-wheel stuff. But what do you think? What should I do in future? More talk? More gameplay? I'd love to know.
Also, for those wondering why I'm using R2 for weapons instead of to shoot, it's because R1 is much more responsive than R2. Lots of players favour shooting with the bumpers over the triggers, so I encourage you to try it out :)
The gameplay without talking is what people want to see. Obviously you need the talking too, but we can get a sense of what it feels like to use from looking at your on-screen movements. Without that, a video advertising a product like this, is pretty void.
@@JibbSmartGD The triggers seem to get a bad rap for the same reason as motion controls: they're easy to get wrong. R2 can be made much better for shooting via Steam Input. Here's how: 1. Set "Trigger Analog Output" to "Analog Off" so the game only sees digital input. 2. Clear out the "Full Pull Action." 3. Set the "Soft Pull Action" to your desired emulated input, e.g. LMB. 4. Set "Soft Pull Trigger Style" to "Hair Trigger." Take the time to read the description for this mode while you're at it. 5. Tune the "Soft Pull Point" slider to taste. Start at the leftmost position and move right if you're getting unintended presses. 6. Enjoy your extremely responsive trigger! 7. Implement this kind of behavior in your games and configurations. :P Here's a configuration of mine, for Half-Life 2, that does what I described above: major-gnuisance.github.io/Steam%20Input/Half-Life%202/DualShock%204.html
@Major Gnuisance Unfortunately there's a built-in deadzone that can't be adjusted as far as I know. My guess is it's built in to the hardware. The DualShock 4's triggers don't detect anything until they've been pulled pretty far -- my crude estimate is at least a 20% pull on both my controllers. Hair trigger is useful if you're partially pulling the trigger in your resting position, but if you take your finger off the trigger it's back to a big hardware deadzone.
Sadly, it seems that majority of gamers still hate/do not understand motion aiming in shooters. But there's still hope, Nintendo Switch is a console, where 90% of fps games have optional gyro aiming. And after this experience I just simply can't play any shooter game on PS4, bc usual twinstick controls feels awful, clunky and slow compared to gyro. I would love if Sony/Microsoft made it standard, but I am a realist and I think it'll not happen in this generation =(. Atleast I can play Doom Eternal on my Switch tho (in fact, it even runs better than on my potato pc)
@@janAkaliKilo Problem is Microsoft, their XInput API that is included with DirectX for both Xbox and Windows just straight up does not support gyro at all like their controllers.
@@sherlockkhalil4644 They think that gyro/motion aiming has cooties or something. Even though you can just turn it off. They rather no one have the option to it. At least thats how it sounds like talking to PS4/Xbox owners when it come so the subject of gyro aiming. Switch on the other hand have fully embraced gyro. If a game doesn't have gyro everyone would demand it. The sad thing is Xbox is the console that stands to gain the most from gyro due to the fact that theres so much shooters on that console.
It already is. People just have to stop being scared and adopt it already. Nintendo gamers have already made gyro aiming mandatory. Every developer got hounded on implementing gyro aiming before the console even released, so now every developer implements gyro aiming into their games for the Switch because they know we won't buy that shit without it. All we need is for PS4 gamers todo the same and developers will start making games with gyro in mind instead of an after thought. We need to get deadzones back.
They took one step forward with Doom Eternal by allowing use to rebind controls somewhat freely on console but why they don't allow for gyro aiming on PS4 is beyond me. It's incredibly frustrating. I really hope those control methods you're displaying get some recognition and implementation into games by default because I'd really love to play Doom Eternal like this but my PC won't run that game...
I've recently tried this with DOOM and the precision and haptic feedback of using gyro aim feels simply amazing. However, my issue is that it's very, very difficult for me to track even a stationary target while moving, since the range of motion of gyro aiming is limited, as if you were using mouse aim without ever lifting the mouse to reposition the mouse without moving the crosshair. Because of this, in your gameplay, you tend towards long range assaults, since the further they are away from you, the less you have to move your crosshair and where the precision of gyro aiming is super useful. When you're forced to do close range (like at 4:30), your aim is pretty awkward, and it doesn't look like you can easily track the enemy while its move, or your moving (or even both). This also causes issues during gameplay in which your camera is locked (like glory kills), since if you move your controller during them, your camera doesn't move, but your controller has now moved, and you can't "reset" the controller without moving the camera, causing camera drift. I could deal with this using right stick aiming, but it felt kind of awkward. I might try configuring something up in which while I'm holding a button, the gyro movement isn't registered to solve camera drift and tracking issues. With this in mind though, it would be super nice if you could add separate gyro sensitivity for the axes. On the Y axis, I feel like the range of motion is very good, but on the X axis, it's not enough, and separate gyro sensitivity would help. But seriously, the precision and haptic feedback of using gyro is simply amazing feeling, and it really does make you "feel" like you're apart of the world, which is super, super cool. It was honestly kind of amazing how well it felt in DOOM using your configuration.
Hi! Good observations. While I prefer to fight from range with any input device (including mouse), I think that you're right that the limited range of movement of the gyro means it benefits fighting at range more than fighting in close quarters. However, a lot of players play with much higher sensitivity than I do. I keep my sensitivity low (1-2) so that new players can pick it up relatively easily and be playing with the same settings they see in my video. But a lot of more experienced players play with a sensitivity of 5 or more, and that makes a huge difference in close encounters. My configurations always include a way to disable the gyro while holding a button (like lifting the mouse off the mousepad). It's my philosophy that if a game doesn't have a way to disable the gyro temporarily, it doesn't have good gyro controls. In this video, it's Circle (tap for grenade, I think, hold to disable gyro). JoyShockMapper does let you set the sensitivities separately in each axis, though I think not many know about it. The following will set the X sensitivity to 3 and the Y sensitivity to 2: GYRO_SENS = 3 2 This also works with the acceleration options (MIN_GYRO_SENS, MAX_GYRO_SENS). Hopefully that does what you need it to :) And thanks again for sharing your observations and feedback!
@@JibbSmartGD I read the documentation more closely (I'm kind of embarrassed because you actually say a lot of the things I said in there) and tried your suggestions. It ended up working really, really well! My playstyle in DOOM (and other games, if they allow) to be aggro, up close, and move around a lot (which involves also moving the camera a lot), which, with my own settings, turned out to be totally fine. I'm worse at controlling this as compared to mouse + keyboard since I have a lifetime of practice with that vs. ~1 hour, but I definitely see myself being able to get a lot better at both precision and tracking with time. In exchange, the amount of haptic feedback and control just makes this *so much more fun!* The "heavy recoil/screen shake" when I don't properly brace myself for shooting, the physicality of moving the controller, the controller vibration which you don't get with mouse + keyboard, is just so much more fun! As compared to joystick aim, I can already control it much better because I *can actually play without aim assist* now. By the way, after reading the documentation more closely, I'm really impressed by your program. I think everything that I want to implement for my own control scheme, your program lets me do, it's really, really good. The only thing that seems to be missing is that I use the official DS4 Wireless Adapter, which doesn't seem supported. Oh, this isn't necessarily a bad thing, but I think the reason why I was confused on the feature was because for other settings, they're in the form of SETTING_X or SETTING_Y, but GYRO_SENS and its related settings are configured with tuple settings. Supporting both for various settings might make it more clear, but that's effort and the feature *is* implemented now.
That makes sense. Could also be handy to be able to set Y without X, too. I'll make a note of it. DS4 support is something I'm working on improving, too :) Glad you enjoy gyro so much! It's a game-changer!
I faced the same problem, but I did not disable "Aim Assist" after uncheck it it works flawlessly with small tunning on gyro settings from steam controller settings
@@JibbSmartGD Seems like you've been causing quite a stir, haven't you mr Gib? Don't know if you had any involvement but you were mentioned in a Linus Tech Tips too. I hope your work keeps rippling through until it reaches devs all around. Good Job!
As someone who plays PC on the living room TV (where mouse & keyboard is both impractical & uncomfortable), Jibb Smart’s work is a godsend. Every. Game. With. Aiming. Needs. This.
I love this control scheme, I have been sharing your videos on social networks trying draw attention from devs, but haven't had a response in year sharing. I'll keep sharing hoping someone will take notice. The guys at id software are nice, may be they will do it.
Even if doble tapping then shooting seems confusing at first this is definitely a extremely better way to play games and aim. I really wish this control scheme becomes the future of console gaming and weapon wheels in general
Easy fix to get the weapon wheel working: when holding the weapon select button, disable FlickStick and feed the game the raw right stick. I've done stuff like that in Steam Input a bunch of times using the modeshift and action layer features.
Thanks. I did give that a go and it was a bit iffy (didn't seem to come out correctly, but maybe I didn't do it right). I actually didn't know about the weapon wheel problem until I was making a "basic" config for others, because I wasn't interested in using the weapon wheel myself.
@@JibbSmartGD Speaking of your weapon selection method, have you tried putting the second set of weapons behind a long or double press? You can do it easily using Steam Input activators.
I've been using JoyShockMapper rather than Steam for the bindings, but it can do most of the same things. I experimented with long press vs short press, which I normally don't mind (I do this in Quake without a weapon-select button), but having to hold a button at the same time makes it enough more cumbersome that I didn't like it. JSM can't do combined chorded-double-press yet, and though I wanted to try it, I didn't invest in the idea enough to try get it working in Steam.
09:55 Red Steel 2, Pikmin 3, Nintendo Land. Had good implementations of Gyro aiming. Maybe you can do it better but those games worked rather well. Some of them even corrected Gyro drifting automatically wish is very cool. It's rather impresive that a person can do better with those small Joycons than a full featured Gyro less 2 handed controller. Btw, followers of this channel should start spaming Panic Button''s social account so they can take your advice for the Doom Eternal Port. Awesome work as always.
Hi Etrigan, thanks for the suggestions! I wish I could play them, but I don't have a Wii or Wii U. My guess is they're not just gyro -- IR aiming puts a game on pretty solid ground, though it has its limitations as well.
@@JibbSmartGDThanks for the answer. Some of those used the features of the sensors to it's advantages. The image sensor in Skyward Sword was used to auto recenter the gyro& minimize drift. As long as the user was aiming in the general direction of the TV/SensorBar there was no drifting. Reason i didn't mention Skyward was because while it worked great, there was 0 customization options. Pikmin 3 on the other hand used the Gyro to bypass the IR pointer "off screen" problem, letting the game have a good stimation of where the user was aiming even when the IR sensor missed the IR emitters. But at this stage in time one could use the exact same design as say... a Wiimote put a modern image sensor in the front to achieve 1:1 image mapping of the TV. It's downright absurd to be aiming just with a thumbsick in 2020.
Just saw this video. Gyro aiming NEEDS to become more of a norm. Not saying devs should completely get rid of traditional aiming sticks as an option but I wish they would do more to promote expansive gyro aiming capabilities (flick stick, no flick stick, expansive sensitivity and range of motion--i prefer high "dpi" type settings for my gyro aiming to better mimick my mouse controls). Hopefully with the new PS VR2 that sony is releasing, we may see more of their exclusives offer it Edit: i may have missed this in one of your videos but have you tried using the right thumbstick press as a way to "hold" aiming position so that you can readjust your controller without having to come out of ADS nor effecting where youre looking? Quite simply, pressing a button would mimick that of lifting a mouse to reposition yourself. Just little ideas to further improve and adjust gyro aiming capabilities.
Support should be added. I have completed doom eternal on ultra nightmare on ps4. But when I look at my gameplay I still miss easyshots... Gyro aiming would make weakspot hits much more easier to hit.
Thank you so much for this config Jibb! I just finished Doom eternal+both DLCs on nightmare and I had suuuch a blast from start to finish. I didn't fully understand the config completely and had a bit of troubles with JSM trying to implement it. I could't figure out how to enable the double tap a face button for a secondary gun of each category way. I had to use the D-pad to access the secondary weapon for each category. But still I didn't mind playing claw this way at all my fingers are long lol. Honestly at this point of playing shooters with flick stick+gyro has been such a life changer to me. After a year playing that way I can't go back to regular stick aiming. My older brother is used to regular stick aiming and hasn't tried gyro aiming yet but was impressed by the way I was playing with this config, I landed dope headshots and switched weapons instantly and even tho he still prefers regular stick aiming he acknowledges gyro+flick stick and it's advantages. Hope the best for you and your work in 2022 Jibb, Happy new year!
I've tried reaching out in the past, but these big well-known folks can be very difficult to get in touch with 😅 I had a slayer gate recorded in this play session, but many portions of the video were riddled with artifacts, including that one, sadly.
Ps:sorry if this sounds dumb You should make a video with gyro & flick stick on the game karlson (3d). The idea behind doing so is that the people who watch or know the game are people who like seeing people make games or people who make games themselves. So the video can make people who make games implement it in there games and people who like watching people make games tell other creators about it
And by attracting people who make games or are in that community can help in supporting the open sources softwares development. (2 birds with one stone) And if it is able to be made an asset for game engines by the community it will help in allowing many games small and big to easily add it to there games
I just realised, instead of using the gyros just for aiming, you could've potentially also use them to implement variable leaning in shooters, like, just tilt the controller in the direction you want to lean towards.
Yeah, this is an interesting one. It's come up a few times before. This has the potential to capture some seriously tense peaking and dodging if done correctly, but because games don't really offer analog leaning, this would have to be something experimented with in a prototype rather than just fake inputs in an already-published game.
@@JibbSmartGD No, it was a button + mouse input since it was a PC exclusive. Also, it's somewhat old (2003). Edit: I just remembered that some of the later Medal of Honor entries also feature variable leaning for controllers. I think you gotta press a button while using the left analog to use it. 2nd Edit: Video for reference (MoH:Warfighter, game is also available on PC.) ruclips.net/video/4MJw2LJ2YRk/видео.html
I did the weapon select for my Steam controller config, and I can’t tell you how awesome it is to be able to use quick switching combos on a controller, all while still being able to aim with gyro.
Consoles should incorporate this options NOW! Once you discover gyro, playing shooters on a console just feels boring... Gyro aiming became now a necessity for me in a controller gameplay.
When me and my friends talk about controller vs mouse, I always refer to this video and the csgo video and say that controller and mouse are even. Thank you for developing this and making gaming for fun and accessible.
The good news is that the Panic Button Switch port team are awesome enough to take this lessons from this vid, as they delibertly added motion controls to the 2016 game. The bad news is that DOOM Eternal Switch is delayed for another year. D:
Interesting set-up for your weapons. For me, my left stick acts as a D-pad when "pressed in" for the first 4 weapons (using key bindings 1,2,3,4,) and when aiming down sights my right stick acts as a D-pad for the next 4 weapons (5,6,7,8,). That way my thumbs never leave the sticks to change weapons.
I personally found doom eternal playing the best on the steam controller for me. I mapped all weapons to the face buttons. Tap for shotgun, hold for super shotgun for example. Then the A/B buttons went to the paddles, while X/Y went on the dual stage triggers. Then all the dpad buttons were moved to clicking the edges of the right trackpad. I found this to give me an unbelievable amount of control with little compromises.
The one thing that gyro controls is missing that I feel will greatly improve it's use is Deadzones. Im an old skool Wii gamer. I played COD on the Wii with the Wiimote. How we moved the camera was with Deadzones. It was an invisible box that you could adjust that allowed you to move you screen when your reticle moved outside of the box. The reason why you can't follow enemies as seamlessly as mouse or even Wiimote style play is because it's missing the deadzone. The deadzone is the killbox. That's what makes the gyro in conjunction with stick so deadly but when you're outside of it you have to go back to traditional stick aiming to move your screen so you can follow the target and it's simply not effective. You need the deadzone to gracefully move the screen as you follow your target. The stick is still important to move around and what not, but to really lock on to your target for precision aiming, you need that deadzone.
I'm a big fan of being able to unlock the aimer from the centre of the screen, though I wouldn't call that space the "deadzone" since it means something a bit different as well (minimum velocity threshold for moving the cursor). I have a prototype I work on here and there in my own time that lets the player aim around the screen without moving the camera. As much as I enjoyed it in Wii games, having to turn the screen by moving the cursor to the edge was real bad -- at least the way it has to work with IR aiming. Being able to use a stick at the same time is hugely beneficial and lets the player mostly avoid that edge-turning, but I also have some edge-turning behaviour that's only possible with gyro (not IR aiming) that I think improves on it. I have it working with flick stick, too. One day hopefully I'll have that prototype in a good enough state that I can demo it. I believe what I have working takes some of the best aspects of that Wii aiming and combines it with the features of more standard controllers in a way that offers even greater advantages over other control methods, including mouse aiming :)
@@JibbSmartGD Yea my dream control method is to have the Wii aim style with the right stick for the camera. The issue is mostly that when you try to follow a target, some they get out if your range and you have to use the right stick to move the screen to get the target back into your range of precision. If we had free aim with the right stick it wouldn't be an issue, but because we have a fixed reticle, if we move the right stick to follow a target, the precision is lost and you can very easily overshoot or understood your target. I think even with free aiming with the stick would still provide an issue with this change, and that's where the deadzone or whatever you wanna call it comes in, because it just more seamlessly moves the screen to follow the target.
I replace the wheel differently. I have the gamesir t4 pro controller and programmed the left back button to work like the left stick button. The right stick turns into four numbers, 1, 2, 3 , 4 and the XYBA buttons turn into 5, 6, 7, 8. The crucible I programmed it that once the left stick is pressed, the right stick button turns into the crucible.
Awesome work dude! But i have a question. - After playing breath of the wild with gyro i fell in love with this controller scheme and i think that's the future for sure, your work is wonderful! But, as a comparison, where does GyroMapper stands against steam's own gyro handling? Since we can make our own controller schemes and share with the community with the benefit of keeping the button layout for the game. - GyroMapper vs Steam Controller schemes; What are the pros and cons? - I don't know if you are going to answer this but i'll give it a try!
Thanks for the kind words :) JoyShockMapper's gyro handling and flick stick are its biggest advantages, as far as I know. Even if you don't want to use flick stick, its gyro settings use real-world values in the only way that make sense, its smoothing can be applied only to low-velocity inputs so it doesn't add any latency to regular or fast movements, its acceleration settings are strike a rare balance of robustness and transparency, and its other stability options (if you want to use them) are also more configurable than most tools. JSM is designed to model a bare minimum standard of what all gyro aiming games should offer to players, as well as additional options for advanced or unusual players. No game that I know of comes close to this standard. Steam does better than any game I've played, but it still lacks natural sensitivity and falls short on acceleration, smoothing, and others. But if someone's not gonna use JSM, I do recommend Steam. It's mostly very good :) For a more comprehensive look at what games should do with gyro controls, check out the Good Gyro Controls tutorials on GyroWiki :)
My ideal gyro would be off by default. Then you press and hold left shoulder for hip fire gyro or left trigger for ADS gyro. You can release the buttons to turn off gyro and straight up your wrists without effecting your camera position. As a bonus, holding left shoulder and trigger together would also turn off gyro. So if you're holding ADS you can press shoulder down to turn off the gyro and straighten up, then let go of shoulder to carry on rotating without dropping ADS at all. Combine that with flick stick and I think it would be the best possible gyro implementation.
I'm a big fan of ADS-only gyro as an intro to gyro aiming. Games like DOOM don't have ADS, and they're better without it. I personally like the option of having a "gyro button", and then the user can choose whether the gyro button is for disabling the gyro (and it's otherwise always on) or enabling the gyro (and it's otherwise always off).
@@JibbSmartGD If I understand you right, you're talking a gyro toggle button? I would think the issue with that is that there's one extra button to press when you're quick aiming all the time, so people would just leave it on most of the time. The reason I like two hold to activate buttons for hip fire and ADS is that it's more natural and quicker. I guess in a game like Doom having to hold hip fire gyro left shoulder all the time would be annoying too. Either way, your gyro work is great. I mostly use gyro on the Switch and am getting so frustrated how no games are getting it right. The standard seems to have become leaving all 3 rotational axis on at the same time which causes conflicted inputs a lot. Games also have quite large gyro deadzones to try to limit the screen shake of always on gyro, which ruins the precision.
I didn't mean a gyro toggle button, but I wasn't very clear. I just mean that some people prefer gyro "always on" with disable-while-held button and some people prefer gyro "always off" with an enable-while-held button, and for games like DOOM where there's no ADS it probably makes sense to provide both options :) Thanks for the kind words. I think you're absolutely correct that using all 3 axes is a source of imprecision in a lot of games and deadzones are hugely detrimental to precision!
How did you get the controller graphic? That should be on every boss tutorial on YT yet until now I never even imagined it. This is a pretty innovative channel!
I found out about your channel when I saw your Halo Reach video in my recommendations after watching this ruclips.net/video/binPB4YbWmM/видео.html And since then I've been very excited and amazed about everything you've made. Your vision, skills and talent are incredible. Wish I could give you more feedback on JoyShockMapper but haven't triend flick stick yet cuz my pc sucks lol Anyways keep it up dude. Every modern shooter and game should eneble motion controls like in Splatoon or in Zelda.
When not only console games run better on PC but their contollers work better on PC as well... Amazing job, I'll have to buy a PS4 controller and get rid of my Xbox controller.
@@JibbSmartGD Yes, to me it's really weird that PS games don't make use of the gyro nor the touchpad, some switch games do but not as many as they should. Maybe because the majority of console gamers don't like it, but developers should at least put an option in their games.
doom eternal should utilize the touchpad for the weapon wheel/weapon cycling (each direction being a weapon or two weapons if you were to swipe twice in the same coordinating direction)
I spent literal hours just trying to replicate your weapon wheel into steam input. And boy howdy, I still have no idea how to replicate exactly on steam input alone. The closest I can do is setting the super shotgun, chaingun, ballista and BFG to double tap when holding R1. And side note, this control scheme does work so well. I have been having a blast with this scheme. Using joyshockmapper along side steam input was the only way I could get the advanced weapon switching. Though I'm still trying to find a way to get that weapon wheel to work in steam input alone for those who don't want to use your amazing program
Yeah, I learned that trying to do this is not viable at all. Steam input is pretty glitchy with multi button inputs. Cause I finally got a button to both switch weapons and change actions sets to be on the same button to work, sort of. Sometimes it would change weapons. Sometimes it won't. I even set it do display when it switches actions sets. Actions sets switch easily as much as I press the button, but the weapon doesn't. It's really weird. Even tries setting 2 different activators that are both non interupptable, same thing happens. This has been a long and confusing journey Here's the config if you want to test it yourself. Hold R1 and Triangle to test it. I only properly set it for the shotguns for a test. Boy I was disappointed with the results steam://controllerconfig/782330/2578919774
@@teneesh3376 (late I know) I use a different setup and it works consistently for me (I avoid double tapping and chorded presses as much as possible; find them unreliable) I have an action layer set on my weapon select button (LT) and that action layer changes the face buttons to 1-4 (and 5-8) Buttons are a regular press (north is 1, etc.) a long press (north is 5, etc), and a release press which removes the quick select bind. Releasing the weapon select button already removes it, but I find forcibly removing provides more reliable results (you have to repeatedly use the weapon select button to swap, but it's worth the trade off) I use a long press as it's more reliable and getting the timing down keeps things much tighter (the length of the press is set to zero then notched two points to the right) so tapping the button nets you the lower num key, and 'pressing' it gets you the higher number kinda like PS2's pressure sensitive buttons I'll put a config link to my config (doom eternal) when I get a minute if you want to try it I use it in all my games and save for one (Hrot, and I think it's a software bug) it works fantastically
Hey, I think Overload would be an interesting game to showcase gyro in because it has 6 degrees of freedom and both roll and yaw could be utilised (although roll would have to be simple button binds). Maybe JSM doesn't support mapping gyro tilts to buttons though, I'm not very familiar with it.
Yeah, that's an interesting one. JSM doesn't support mapping tilts to buttons yet, but it is planned. I think I got Overload recently, so maybe I should explore that.
Overload and Descent type games I think are just fine for stick, because the ship has a maximum turn speed, which lends itself well to joysticks, plus there's a bit of momentum when you turn and stop turning that makes mouse aim not inherently better unlike most shooters
I seriously cannot get used to this at all and I have tried it in multiple games, both those that I have built muscle memory in and those that I haven't. And I actually like Gyro aiming in stuff like, say, Zelda BOTW (despite not liking the game itself much) where it simply supports a more traditional right-stick aim to make that more precise. In that it feels helpful and natural but flick stick honestly feels like I'm playing with a steering wheel plus finicky gyro. Usually it takes me no longer than, say, 30 minutes to adapt to even the more unconventional control schemes and I am great with a mouse and alright with a controller whenever I have to use one in a shooter (which isn't often). And I have given this stuff about 10 hours now and I still don't feel like it's very helpful. Part of why is that while you hold the stick in a certain direction, it means looking in that direction relative to where you were looking before. But once you let go of it for even a split second, which sometimes you don't even really mean to, regrabbing that same direction now turns you to a completely different one, which I find incredibly disorienting. It is weird that, if I don't want to flick but smoothly move my viewpoint, I first have to tilt the stick up and then rotate. Also, there is no use for not tilting the stick all the way, squandering some of the potential of an analog stick and making it a bit less responsive than it could be. I mean you put Shoot on R1 for concerns of R2's deadzone but flick stick does exactly the same that feels even more unnatural to me. I feel like it might be helpful to maybe start the "flick" very slowly if you only slightly tilt the stick in that direction. Like if I only slightly tilt the stick to the right, it more slowly turns me to the right, sorta like with traditional stick controls but still has an ultimate "destination" for where to stop turning. Idk, just my two cents. I love the idea of this. The idea of being able to flick while using a controller and making precise movements with gyro. But I still find it weird and impractical. Maybe I just have to get used to it more but not sure I'll ever prefer it over how certain Switch games do it and stuff. And I don't think that it is objectively better than what devs have already been doing like many of these videos seem to be suggesting (talking about how devs don't implement 'good' gyro controls). It would be great to have this as an option though. I don't really see why. But I also don't think that you can really compete with decent Mouse & Keyboard players on average. Sure, maybe some people can. But there are those who do that with a regular controller scheme too. And those who do weird modded stuff with Wii controllers and steering wheels and whatever else weird kinda thing you can find. I'm sure you can find someone using a laptop trackpad who would kick M&KB users' asses but that doesn't mean that a trackpad is anywhere near as good as a regular mouse or even a regular controller.
Hi Pandsu, thanks for putting so much time into it. I'll try and respond to everything succinctly: It's best not to think of flick stick as holding onto a direction -- that's not how it works internally. There are two parts to flick stick: the "flick" and the "turn". The flick is just used for that first quick change in direction. The turn is the further adjustments -- it doesn't care about where you're already pointing, it just adds changes to your in-game bearing, and it's 1-to-1. So most players start with just the flick. Tap back to look behind, tap rightish to check your right, leftish to check your left, etc. It doesn't have to be very precise to be useful when starting out. The turn is a very natural addition to the flick -- if I flick to the right and realise I overshot or undershot my target, I can immediately adjust the stick by turning it to where I wish I had flicked it, and the outcome is the same. As you get more comfortable with it, that's when players start using the turn to watch corners as they round them and even do general navigation. Again, it's not good to think of it as holding a direction. Think of it as turning the stick clockwise turns you the same amount clockwise, and the same for anticlockwise. The deadzone on flick stick is fairly large because that's where the most accuracy is. If a player releases the stick slowly, before it gets into the deadzone it'll likely change in angle, and this will often be unintended on the part of the player. One reason I don't use that inner space for a partial or slower turn (I did consider this) is because while the behaviour is obvious when slowly pointing the stick in one direction, it becomes confusing when rotating the stick while it's still only partially tilted. Partial turns or slower flicks when the stick is only partially tilted will drastically increase the complexity as far as the player is concerned. The latency introduced by the deadzone with flick stick is not anywhere near as important as the latency introduced by the trigger deadzone, because the flick is going to take some time anyway (by default, 100ms) and the player already accepts that. The turns have no deadzone and theoretically no additional latency, although by default there's some smoothing for small turns on the DualShock 4 because the DS4 thumbstick resolution is so low that without smoothing you'll get very obvious stuttering. Big turns have no smoothing. When I say devs don't implement 'good' gyro in games, I'm not talking about flick stick at all. I'm talking about just the gyro aiming. One example is how most games with "always on" aiming don't have a button to disable the gyro. That sucks. That's like having a mouse you can't lift off the mousepad. Zelda BOTW doesn't have this problem because it's only "sometimes on" aiming, and that's the perfect game for gyro controls. But: - Sensor fusion makes aiming less reliable - Sensitivity can't be set separately from stick sensitivity - Can't manually calibrate (auto calibration can interfere) - Laggy (feels like smoothing but can't be sure) GyroWiki explains how to improve on these. It shows how to implement better gyro controls, regardless of whether you want to add flick stick to it. If you find the gyro finicky with JSM, there are a lot of customisation options. There's no reason it shouldn't offer you a better aiming experience than gyro games you're used to. And, of course, JSM supports traditional stick aiming as well so you can use that instead of flick stick. Lastly, sure, some people are crazy talented with a particular type of input. They're usually very, very practiced with it. I've been playing with mouse and traditional stick aiming for probably around 20 years (a little more for mouse, a little less for stick aiming). There are far, far better gyro players than I am. I'm not a remarkable player by any stretch. But gyro + flick stick is how I've been playing CS:GO, Quake, Fortnite, Overwatch, COD against "decent" mouse and keyboard players and having a great time with it.
I just found your channel and subscribed because I've really like it so far! I've watched your overwatch single joycon video and it made me wonder if you could make a video on actually implementing the gyro controls on switch. That would be super awesome if you could! If not, any advice on what I could do to implement gyro would be greatly appreciate. Cheers!
Hi! I'm glad you're enjoying the channel :) For a very long time I've been meaning to do a video on how to implement good gyro controls. All the info is on GyroWiki, but I think a video format would help a lot of people. In the meantime, I do recommend the tutorials on GyroWiki. They won't give you Switch- or PS4- specific stuff, but they are based on my work with JoyShockLibrary and JoyShockMapper. I don't know if the Switch and PS4 APIs that developers use expose the raw data needed for really precise controls, but even if they don't, there are a lot of ways to improve over games that are currently out there.
Im sorry but id rather have the weapon wheel when youre used too the game you can pick the weaopon you need when you need it real quick and it also gives you a second too think which weapon you want, like you could pick the chaingun and start blasting your way through, or pick the ssg and meathook away if your too overwhelmed, now you dont have long in this state because youll still take damage, but it adds a layer of stratagey in my opinion
What I'm describing here doesn't remove the weapon wheel at all. It just adds a new shortcut for players who already know what they want, and they can press that shortcut even faster than it takes for the weapon wheel to appear
Hey Jib, recently had the pleasure of testing this out; uploaded a config file to the wiki! Was wondering if that controller overlay you have in your videos is somehow part of the deal, it is kind of amazing and might help new players from having to look down at their controllers.
Hi Nim! Glad to have you aboard! What game did you upload a config for? The overlay is a work in progress, and not ready for public yet, I'm afraid. It won't be included with JoyShockMapper, but will be a standalone thing called "JoyShockOverlay".
@@JibbSmartGD I made one for The Outer Worlds. This tool is fantastic. I'm a PC gamer by heart and though I've often felt the lure of comfort offered by controllers, I genuinely hate using the thumbstick for aiming. I tend to play games at harder difficulties, which then frequently become unplayable for me to play with a controller as a result. I find auto-aim to also be particularly 'lame', for lack of a better word. As for the JoyShockOverlay, it's really cool that you have plans to release it some day. You don't owe nothing to no one so all your effort is surely appreciated.
Great stuff. I am also obsessed with Gyro aiming and movement. I have been using Rewasd to map gyro to right stick. Have you tried this software ? It will allow you to map any controller with Gyro function to either mouse movements or right stick, it’s pretty nice. Are you still using your R stick for most camera movements and then utilizing gyro primarily for aiming/shooting? I’ve been trying to get my set up calibrated enough such that I can use Gyro for all camera movements with only minimal right stick adjustments here and there but it’s tricky. I know it’s a big/vague question but any thoughts on how to accomplish essentially Gyro for everything. I’m playing primarily Warzone. thanks!
Hi! I haven't tried reWASD but I know some people who use it. I think their gyro aiming is still pretty new, and hopefully they'll keep improving it. But being able to map gyro to right stick is a super cool feature. I'm mostly relying on gyro aiming, but not entirely. I know at least one person who likes to use gyro for all turning the camera and save the right stick for other things. Like anything, it takes practice. It's good to think of it like a mouse -- it's good until it gets out of comfortable range (or off the mousepad) and then you're forced to disable it (or lift up the mouse) and reposition it. This is cumbersome at first, then it becomes more natural, and then when you're really good you start preemptively repositioning it when you know you're about to make a big turn, or when you've got a good opportunity now (while reloading). Getting comfortable with higher sensitivities helps, too. And that's all practice, practice, practice. I don't know if that's helpful for you -- maybe you're already on that path. Personally, I still use the right stick, but flick stick works very differently to traditional stick aiming. It lets me look in any direction pretty much instantly, and I'd have a hard time going back to traditional stick controls. Having said that, in my "Overwatch with One Joy-Con" video I don't have a right stick at all, and I still have a great time using just the gyro. Sorry it's such a long response :P Thanks for commenting!
Dude this is amazing - but I wonder whether you really have the comparable control (not that it's that great on console anyway). The slow weapon wheel and being unable to turn and dash (one enemy actually requires this for a fast kill) or turn and jump is really annoying on console. I tried changing the bindings but even when I found a solution to one - it was at the cost of something else. I think that modern day games have become so complex that the default controllers are actually starting to hinder game-play
Yeah, I dunno how comparable to mouse it gets. There are a lot of mouse players much better than me and a lot of gyro players much better than me. Flick stick + gyro does offer some advantages in some situations, I think, and still being able to use a controller's left analog stick can be super useful depending on the game, too. At the very least, it's a lot better than "traditional" stick controls.
Hi, I was wondering if you can start reviewing controllers with gyro support, I know those are limited. But I am interested in 8bitdo controllers but not many people reviewing it considered its gyro capability.
I like the idea, but unfortunately this would be expensive for me to do. Hopefully one day this channel might start making a little money and then I can justify something like that :)
@@JibbSmartGDwell you got one subscriber then. Love all your videos. Somehow playing FPS/racing with gyro looks so much more fun than playing with analog control, or mouse+keyboard combo, especially in couchgaming setting
I made it myself :) It's still a work in progress. I've had to prioritise JSM updates and articles for developers, but I'll get the overlay finished eventually
I'm using a mix of your config from this game and streams for doom 2016. Basically aiming and flicksrick from jsm and also using the quick switch weapon select in jsm same as you have here just in Doom 2016 and everything else is mapped in steam and using tactical control scheme in game. Is working really good for that game so far. And actually I do use the weapon wheel. When you bring it up it stops the gyro aim and I use it to recenter. It works great because it stops time while I'm recentering, keeps me out of danger that way and I can recenter mid fight a lot safer I think. Anyway just wanted to say thanks for the great program. I prefer your gyro and flickstick over steams for sure and then the button mapping is definitely a huge help for customization. I do have a question though and it probably is a noob one because I am very new to using this. But I was wondering if there was any way to map it like how you said in this video as in pressing right bumper and then tapping triangle twice for super shotgun and tapping triangle once for shotgun. I tried to map it like this R,N = 2 R,N,N = 6 Anyway it doesn't work. At least hasn't for me. The shotgun binding works fine but the double tap triangle doesn't work at all. Is there a different way to bind this? I looked in the gyro wiki a little and tried to find a solution, if I'm being honest didn't look super in-depth because like I said I'm really new to this stuff and some of those bindings were confusing me. Maybe I just need more time to work with the JSM. But if anyone knows a way to map the guns to work like that I'd appreciate it if you could let me know how to do that. And thanks again for creating such a great program and I can't wait till games actually are using this type of control scheme natively it will be awesome.
Hi! I'm glad you're enjoying them :) I got something like that working with JSM 2, which is briefly explained in this video: ruclips.net/video/GDqfCjGhodk/видео.html
@@JibbSmartGD so i need JSM 2 to make binds like that work then. I think I dl'd the latest version but I'll double check and take a look at the vid as well. thnx for the response.
To be clear, you can't combine chords and double presses. But you could make it so that when R is pressed, another config is loaded that binds N and N,N, and when R is released their original bindings are loaded
@@JibbSmartGD yea I knew what you meant. As in not that exact bind but something that will accomplish same thing pretty much. I'm actually reading through the wiki bindings readme now so I'm learning. Thanks for all your help.
To tell is I always want to test all this stuff Giro scope Arcelometro... But I don't have the contrllers I have all this stuf ....but same time in the future is pasble buying with all this stuff for now in the order to play my games with this stuff I need external modification the good part is you know haw use this stuff i hope to support the people i want to play with more coftable experience
Is it possible to make the gyro a bigger joystick? It’s hard to describe but is it possible to have the gyro be in a fixed box and when you get to the edge of the box is a continuous motion?
For some reason your “weapon wheel” binding aren’t working for me. I can get to the first weapon in each category but not the second. Everything else seems to be working though
Hi! My config has the second weapons bound to weapon-select + d-pad. Is that not working? Since JoyShockMapper doesn't know what weapon you have selected, it can't do the alternating back and forth with one button that I want them to implement natively.
Just curious, because the flick-stick configuration cannot look up and down. Do you think it would it be better if controllers had 2 analog sticks on the right side (One big for conventional aiming, and a smaller one for flick- stick, since flick- stick doesn’t require a full analog 2d output, just a 1d output of what angle the stick is pointing towards)? I think flick- stick seems like a really good option, but an worried that not having a way to control the pitch of the camera with a stick will hinder my ability to play shooters with more verticality.
I think if you wanted to have two different ways to control the view with your stick, probably the best way is to change the behaviour of the right stick while a shoulder-button is pressed, or to be able to toggle the behaviour. I wouldn't want to use a smaller stick for flick stick -- it's much easier to use flick stick with a DualShock 4 than it is to use it with a Joy-Con, for example. I get your concern about not being able to look vertically with a stick, but with a little practice it becomes very natural to handle all vertical looking with the gyro. For example, I've played a fair bit of Quake Champions like this, and found it to be far better than what's possible with regular stick aiming. What tends to happen as players get used to gyro aiming is they get more and more comfortable with letting the gyro handle more and more of their aiming, and they rely on the sticks less and less.
Great video but I’m curious on how you replace the weapon wheel. I’m trying it out on my Steam Deck but I can’t out how to map the controls like the video here.
Thanks! I only had it partially working in this video, but I had it fully working in a later JSM video. I haven't done it with Steam, and I'm not super familiar with the remapping options these days. I haven't tried to do a config like this in my Steam Deck. I wonder if someone else has had success?
Look at the Gulikit KingKong Pro NS09, is like the Xbox elite controller, but with gyro and compatible with switch, PC and Android, is super ergonomic and complete controller I recommend you to prove it.
Have you had a chance to play the new enhanced Quake 1? There's motion aiming on the PS4/5 and Switch releases (not on PC w/o Steam Input bizarrely enough), but ALSO the weapons work the way you described. R1 is the weapon wheel, but the d-pad is the quick select. Up is the shotguns, right the nailguns, down the explosives, and left the rest. Maybe they're listening?
Oh wow, I knew about it having gyro, but didn't know about the weapon stuff! That'd be the work of Nightdive Studios. I haven't checked it out yet, but I'd like to. I've heard the sensitivity doesn't go very high (about 2?), but that should be enough for me at least.
Still annoyed that most console games don’t use gyro… at least most boomer shooter come out on switch so I can use gyro assisted aiming. Would love to try this, but no pc ☹️
It's starting to get better on PlayStation :) Fortnite, Deathloop, God of War, Call of Duty, No Man's Sky all got unusually good gyro since the beginning of 2022. And Neon White is so good on PS5
I was thinking about all of racing games that I used to play and I was wondering would gyro feel good with them. I never like the cameras they're either too slapped or too slow. I was thinking would gyro feel more natural on fp racers.
Yeah, I think that could be really interesting. Lots of people think gyro + racing = gyro steering, and I think all games should provide that option, but what else can we try? Being able to aim with gyro while steering with sticks could be a killer combo in games like Twisted Metal if done right, and like you say, even non-shooters could benefit from that freedom to look around like that.
I do have the option in JSM to make it so that gyro is disabled while using the right stick, whether you're using flick stick or regular stick aiming. It's a handy option to have, but being able to use both at the same time is very useful.
I just tried it with Doom 2016. For me flickstick has a steep learning curve . AIming went okay i did enjoy that but traversing the map was a a bit of a problem. But I did enjoyed playing the game like might do a complete playthrough..
@@JibbSmartGD After playing some more. I'm now convinced that the flickstick method gives players a huge advantage over regular controls. Not only for aiming but also for mobility. I still need to get used to the dail controls after years of regular controls.
Creo que Blade Conquerors no está disponible donde estoy. Sin embargo, JoyShockMapper debería funcionar con casi cualquier juego. (Traductor de google)
@@JibbSmartGD, yeah, currently I stuck with adding the Forza into my non-steam games (since it's not a steam game). I will found out soon whether I can use steam or not.
Do you recommend aim assist with or without for gyro aiming? Or maybe a case by case basis? I would imagine weak aim assist is good but too strong of aim assist might be a problem
Is there anyway to set up my buttons to work without having to read a wall of text? I downloaded the halo reach config but no buttons work. Im on ds4 with usb and gyro works but nothing else no matter the config
That's very unusual. You should just be able to change the mappings in the config file you downloaded. It's weird that the buttons wouldn't work but the gyro would. Does JoyShockMapper tell you about any problems (and commands "not recognised") when you load the config?
Flick stick sounds cool, but isn't there the problem with gyro tgat there is drift. It's the reason why splatoon has a centering button, whild most ganes with gyro just using the analog sticks for broad movements. But the option would be nice to see. But I highly doubt it. People are still so negative when impliment gyro aiming to ps4 games period
The centering button is useful for repositioning vertically, but not very useful for horizontal corrections. I prefer a "gyro off" button, since it is much more versatile. It can be thought of as like lifting the mouse off the mousepad to reposition it. I've never seen someone ask that mouse-aiming games have a centering button to counter vertical mouse drift, and I doubt I ever will :)
@@JibbSmartGD yeah, but we know that console games tend to innovate in small ways. Maybe for now we can just ask for gyro aiming on consoles. Then in the middle of the generation we can ask for multiple ways to use gyro aiming
Perhaps this is abit offtopic but how do you reset your controller and aim so smoothly using gyro? I'm using gyro as often as I'm able but most of the time it's a jittery mess and it's difficult to hit small targets and sometimes you cant even hit a standing target, if I gyro left for example it jumps over the target if that makes any sense? Thanks for great videos
Hi Dixon, you can try lowering the sensitivity of the gyro until you feel more in control. It can help to have your forearms or elbows supported while you play. Resetting smoothly just takes practice -- you need a button for disabling the gyro while you reset your controller position, but with practice it's just like resetting a mouse. I hope that helps!
@@JibbSmartGD so gyro always on with a button to disable it? Where do you find it to be least intrusive and comfortable? Are you using any kind of back attachment? Best regards
@@dixon266 Exactly. I usually either have it as a trigger (since I'm shooting with shoulder buttons) or Circle on the DS4 (as in this case). I'll often have it shared with some sort of input I never have to hold. For example, if I remember right, in this game I tap Circle to throw a grenade, hold it to disable gyro. And I have no delay on disabling gyro, so even if I'm just tapping the button to throw a grenade, the gyro will be off for a fraction of a second, which is harmless and keeps it responsive.
It doesn't work with PS4 at the moment. There might be a way to do it in future with remote play, but because JoyShockMapper doesn't output as a controller (just keyboard and mouse), it won't work just yet.
Gyro Gaming Yeah I was just curious about the functionality as the interface is super intuitive or appears that way. For some reason Joy shock mapper just intimidates me a little bit but maybe I’m just being a big baby
Haha, it's okay. Having a proper interface makes a big difference for usability, and having no interface makes a big difference to being able to add new features quickly :P
One kinda messy workaround for now is that you can connected it to USB using Steam and then start using JoyShockMapper and it should work. JoyShockMapper knows how to talk to it by USB, but not how to tell it to work by USB, so that's what I've got to work on. That's probably #3 on my priority list of things to do, but I don't know how quickly I'll get that working.
It's been god knows how many months, and doom eternal still doesn't have gyro aiming on ps4. What is taking them so long? Also if gyro aiming is on the ps4 port, the control scheme would be a great option. But I don't think it should be the only option for gyro aiming. Two different controller layouts for gyro aiming on ps4 would be great though. But I'm still holding out. Are they waiting to put it in the switch port first then the ps4?
Yeah, I dunno if it's on their radar at all. People need to tell the developers they want it, and they need to do it graciously. I've tried, but never heard back.
@@JibbSmartGD i know the feeling. I tried tweeting them for weeks and got nothing. I mean, gyro aiming at the very least has to be one their radar. They put it in the switch port of doom 2016. And with the infamous tweet with the angry fanboy when he saw the tweet saying that they added gyro aiming as an option "Who asked for this?" Doom twitter "Everyone"
Good on you :) It's a funny thing. A different developer ports the Switch versions, so I think Id just think of it as a Switch thing. And then the Twitter account probably isn't handled by a developer, or even by someone with influence over development (even though their job is very important)
I can't get my Switch Pro controller to work. Does it have to be connected via Bluetooth? I don't have Bluetooth on my PC and would need to buy a dongle.
At the moment it has to be by Bluetooth. I'm hoping to change this in future. For now, Steam can switch it into USB mode, so if you try it with Steam and then with JSM I've heard it'll work.
Does anyone have any advice if my wrist are hurting? I use a truck driver style when rotating the control and I have less than a week using it. Is this common?
Oh wow. Did you only recently start using it? Might wanna take it easy. I first really got into gyro when using a mouse was hurting my wrist -- I had gone from not playing much to playing a lot every day, and that prolonged increase in activity injured my wrist. I saw a physio, dialed it back a lot, and gradually did a little more each day. I'm no expert, but I think the same principle applies whenever you get into something new.
I'm trying something a bit different with this video, by having a long stretch of gameplay without any commentary. The goal here is to be able to focus on what these controls play like without interrupting it to include explanatory clips like the weapon-wheel stuff.
But what do you think? What should I do in future? More talk? More gameplay? I'd love to know.
Also, for those wondering why I'm using R2 for weapons instead of to shoot, it's because R1 is much more responsive than R2. Lots of players favour shooting with the bumpers over the triggers, so I encourage you to try it out :)
The gameplay without talking is what people want to see.
Obviously you need the talking too,
but we can get a sense of what it feels like to use from looking at your on-screen movements.
Without that, a video advertising a product like this, is pretty void.
@@JibbSmartGD The triggers seem to get a bad rap for the same reason as motion controls: they're easy to get wrong.
R2 can be made much better for shooting via Steam Input.
Here's how:
1. Set "Trigger Analog Output" to "Analog Off" so the game only sees digital input.
2. Clear out the "Full Pull Action."
3. Set the "Soft Pull Action" to your desired emulated input, e.g. LMB.
4. Set "Soft Pull Trigger Style" to "Hair Trigger." Take the time to read the description for this mode while you're at it.
5. Tune the "Soft Pull Point" slider to taste. Start at the leftmost position and move right if you're getting unintended presses.
6. Enjoy your extremely responsive trigger!
7. Implement this kind of behavior in your games and configurations. :P
Here's a configuration of mine, for Half-Life 2, that does what I described above: major-gnuisance.github.io/Steam%20Input/Half-Life%202/DualShock%204.html
Can you do Apex Legends next? There will be crossplay soon.
@Major Gnuisance Unfortunately there's a built-in deadzone that can't be adjusted as far as I know. My guess is it's built in to the hardware. The DualShock 4's triggers don't detect anything until they've been pulled pretty far -- my crude estimate is at least a 20% pull on both my controllers. Hair trigger is useful if you're partially pulling the trigger in your resting position, but if you take your finger off the trigger it's back to a big hardware deadzone.
You're a genius! This is the future for aiming with controller, would love to see PS5 incorporate this as an option. Nice work.
Thanks so much :) I hope so!
Nice to see SmvR found this stuff
Sadly, it seems that majority of gamers still hate/do not understand motion aiming in shooters. But there's still hope, Nintendo Switch is a console, where 90% of fps games have optional gyro aiming. And after this experience I just simply can't play any shooter game on PS4, bc usual twinstick controls feels awful, clunky and slow compared to gyro. I would love if Sony/Microsoft made it standard, but I am a realist and I think it'll not happen in this generation =(.
Atleast I can play Doom Eternal on my Switch tho
(in fact, it even runs better than on my potato pc)
@@janAkaliKilo Problem is Microsoft, their XInput API that is included with DirectX for both Xbox and Windows just straight up does not support gyro at all like their controllers.
Dude i want you to be hired by every first person game ever
Exactly! I can’t imagine why no other console other than switch actually implies gyro control!
@@sherlockkhalil4644 They think that gyro/motion aiming has cooties or something. Even though you can just turn it off. They rather no one have the option to it. At least thats how it sounds like talking to PS4/Xbox owners when it come so the subject of gyro aiming. Switch on the other hand have fully embraced gyro. If a game doesn't have gyro everyone would demand it. The sad thing is Xbox is the console that stands to gain the most from gyro due to the fact that theres so much shooters on that console.
I wish gyroaim was the future of console gaming😍
I hope so!
I hope Sony is looking at what Nintendo is doing and starts implementing it in first party titles
It already is. People just have to stop being scared and adopt it already. Nintendo gamers have already made gyro aiming mandatory. Every developer got hounded on implementing gyro aiming before the console even released, so now every developer implements gyro aiming into their games for the Switch because they know we won't buy that shit without it. All we need is for PS4 gamers todo the same and developers will start making games with gyro in mind instead of an after thought.
We need to get deadzones back.
no need to wish, just insist on it and talk about it. Consoles will catch on
@@teddybruscie gyro aiming sounds annoying to get used to
They took one step forward with Doom Eternal by allowing use to rebind controls somewhat freely on console but why they don't allow for gyro aiming on PS4 is beyond me. It's incredibly frustrating.
I really hope those control methods you're displaying get some recognition and implementation into games by default because I'd really love to play Doom Eternal like this but my PC won't run that game...
Thank you :) I hope so, too.
I've recently tried this with DOOM and the precision and haptic feedback of using gyro aim feels simply amazing. However, my issue is that it's very, very difficult for me to track even a stationary target while moving, since the range of motion of gyro aiming is limited, as if you were using mouse aim without ever lifting the mouse to reposition the mouse without moving the crosshair.
Because of this, in your gameplay, you tend towards long range assaults, since the further they are away from you, the less you have to move your crosshair and where the precision of gyro aiming is super useful. When you're forced to do close range (like at 4:30), your aim is pretty awkward, and it doesn't look like you can easily track the enemy while its move, or your moving (or even both).
This also causes issues during gameplay in which your camera is locked (like glory kills), since if you move your controller during them, your camera doesn't move, but your controller has now moved, and you can't "reset" the controller without moving the camera, causing camera drift. I could deal with this using right stick aiming, but it felt kind of awkward.
I might try configuring something up in which while I'm holding a button, the gyro movement isn't registered to solve camera drift and tracking issues. With this in mind though, it would be super nice if you could add separate gyro sensitivity for the axes. On the Y axis, I feel like the range of motion is very good, but on the X axis, it's not enough, and separate gyro sensitivity would help.
But seriously, the precision and haptic feedback of using gyro is simply amazing feeling, and it really does make you "feel" like you're apart of the world, which is super, super cool. It was honestly kind of amazing how well it felt in DOOM using your configuration.
Hi! Good observations. While I prefer to fight from range with any input device (including mouse), I think that you're right that the limited range of movement of the gyro means it benefits fighting at range more than fighting in close quarters. However, a lot of players play with much higher sensitivity than I do. I keep my sensitivity low (1-2) so that new players can pick it up relatively easily and be playing with the same settings they see in my video. But a lot of more experienced players play with a sensitivity of 5 or more, and that makes a huge difference in close encounters.
My configurations always include a way to disable the gyro while holding a button (like lifting the mouse off the mousepad). It's my philosophy that if a game doesn't have a way to disable the gyro temporarily, it doesn't have good gyro controls. In this video, it's Circle (tap for grenade, I think, hold to disable gyro).
JoyShockMapper does let you set the sensitivities separately in each axis, though I think not many know about it. The following will set the X sensitivity to 3 and the Y sensitivity to 2:
GYRO_SENS = 3 2
This also works with the acceleration options (MIN_GYRO_SENS, MAX_GYRO_SENS).
Hopefully that does what you need it to :) And thanks again for sharing your observations and feedback!
@@JibbSmartGD I read the documentation more closely (I'm kind of embarrassed because you actually say a lot of the things I said in there) and tried your suggestions. It ended up working really, really well! My playstyle in DOOM (and other games, if they allow) to be aggro, up close, and move around a lot (which involves also moving the camera a lot), which, with my own settings, turned out to be totally fine. I'm worse at controlling this as compared to mouse + keyboard since I have a lifetime of practice with that vs. ~1 hour, but I definitely see myself being able to get a lot better at both precision and tracking with time.
In exchange, the amount of haptic feedback and control just makes this *so much more fun!* The "heavy recoil/screen shake" when I don't properly brace myself for shooting, the physicality of moving the controller, the controller vibration which you don't get with mouse + keyboard, is just so much more fun! As compared to joystick aim, I can already control it much better because I *can actually play without aim assist* now.
By the way, after reading the documentation more closely, I'm really impressed by your program. I think everything that I want to implement for my own control scheme, your program lets me do, it's really, really good. The only thing that seems to be missing is that I use the official DS4 Wireless Adapter, which doesn't seem supported.
Oh, this isn't necessarily a bad thing, but I think the reason why I was confused on the feature was because for other settings, they're in the form of SETTING_X or SETTING_Y, but GYRO_SENS and its related settings are configured with tuple settings. Supporting both for various settings might make it more clear, but that's effort and the feature *is* implemented now.
That makes sense. Could also be handy to be able to set Y without X, too. I'll make a note of it.
DS4 support is something I'm working on improving, too :) Glad you enjoy gyro so much! It's a game-changer!
I faced the same problem, but I did not disable "Aim Assist" after uncheck it it works flawlessly with small tunning on gyro settings from steam controller settings
That weapon switch system is beautiful. Wish it was an option in-game.
Hey, Mr Gib. Nerrel's channel just posted a video about gyro aiming and mentioned you. Take a look at his latest video. Cheers!
Thanks for letting me know :)
@@JibbSmartGD Seems like you've been causing quite a stir, haven't you mr Gib? Don't know if you had any involvement but you were mentioned in a Linus Tech Tips too. I hope your work keeps rippling through until it reaches devs all around. Good Job!
Ah a fellow fan I see
As someone who plays PC on the living room TV (where mouse & keyboard is both impractical & uncomfortable), Jibb Smart’s work is a godsend.
Every. Game. With. Aiming. Needs. This.
I love this control scheme, I have been sharing your videos on social networks trying draw attention from devs, but haven't had a response in year sharing. I'll keep sharing hoping someone will take notice. The guys at id software are nice, may be they will do it.
Thanks so much for sharing! We can only keep on trying :)
Keep on schooling them gamepad fools, Jibb! Love your work
Much appreciated :)
Great work Jibb. Good editing as well.
Thanks, Pete :)
dude i just learned about this gyro aim thing. this looks amazing and so interactive. looks more fun to play and have more control.
Even if doble tapping then shooting seems confusing at first this is definitely a extremely better way to play games and aim. I really wish this control scheme becomes the future of console gaming and weapon wheels in general
You're so underrated, I kinda hate myself that I only found out about you this late. These new innovations are ultra exciting! Keep 'em coming!
Thanks for the kind words! More to come :)
Congrats for making to Linus Tech Tips video.
! You might have just started the revolution of gyro aiming!
I sure hope so! Thanks!
I need this so much in Doom Eternal for Switch. Flick Stick is now a must have for me
Easy fix to get the weapon wheel working: when holding the weapon select button, disable FlickStick and feed the game the raw right stick.
I've done stuff like that in Steam Input a bunch of times using the modeshift and action layer features.
Thanks. I did give that a go and it was a bit iffy (didn't seem to come out correctly, but maybe I didn't do it right).
I actually didn't know about the weapon wheel problem until I was making a "basic" config for others, because I wasn't interested in using the weapon wheel myself.
@@JibbSmartGD Speaking of your weapon selection method, have you tried putting the second set of weapons behind a long or double press? You can do it easily using Steam Input activators.
I've been using JoyShockMapper rather than Steam for the bindings, but it can do most of the same things. I experimented with long press vs short press, which I normally don't mind (I do this in Quake without a weapon-select button), but having to hold a button at the same time makes it enough more cumbersome that I didn't like it. JSM can't do combined chorded-double-press yet, and though I wanted to try it, I didn't invest in the idea enough to try get it working in Steam.
I saw the oppurtunity and i took it lol,I am glad the steam employee saw the topic though.I have high hopes!
09:55 Red Steel 2, Pikmin 3, Nintendo Land. Had good implementations of Gyro aiming. Maybe you can do it better but those games worked rather well. Some of them even corrected Gyro drifting automatically wish is very cool.
It's rather impresive that a person can do better with those small Joycons than a full featured Gyro less 2 handed controller. Btw, followers of this channel should start spaming Panic Button''s social account so they can take your advice for the Doom Eternal Port. Awesome work as always.
Hi Etrigan, thanks for the suggestions! I wish I could play them, but I don't have a Wii or Wii U. My guess is they're not just gyro -- IR aiming puts a game on pretty solid ground, though it has its limitations as well.
@@JibbSmartGDThanks for the answer. Some of those used the features of the sensors to it's advantages. The image sensor in Skyward Sword was used to auto recenter the gyro& minimize drift. As long as the user was aiming in the general direction of the TV/SensorBar there was no drifting. Reason i didn't mention Skyward was because while it worked great, there was 0 customization options. Pikmin 3 on the other hand used the Gyro to bypass the IR pointer "off screen" problem, letting the game have a good stimation of where the user was aiming even when the IR sensor missed the IR emitters.
But at this stage in time one could use the exact same design as say... a Wiimote put a modern image sensor in the front to achieve 1:1 image mapping of the TV. It's downright absurd to be aiming just with a thumbsick in 2020.
Just saw this video. Gyro aiming NEEDS to become more of a norm. Not saying devs should completely get rid of traditional aiming sticks as an option but I wish they would do more to promote expansive gyro aiming capabilities (flick stick, no flick stick, expansive sensitivity and range of motion--i prefer high "dpi" type settings for my gyro aiming to better mimick my mouse controls).
Hopefully with the new PS VR2 that sony is releasing, we may see more of their exclusives offer it
Edit: i may have missed this in one of your videos but have you tried using the right thumbstick press as a way to "hold" aiming position so that you can readjust your controller without having to come out of ADS nor effecting where youre looking? Quite simply, pressing a button would mimick that of lifting a mouse to reposition yourself. Just little ideas to further improve and adjust gyro aiming capabilities.
Support should be added. I have completed doom eternal on ultra nightmare on ps4. But when I look at my gameplay I still miss easyshots... Gyro aiming would make weakspot hits much more easier to hit.
Thank you so much for this config Jibb!
I just finished Doom eternal+both DLCs on nightmare and I had suuuch a blast from start to finish. I didn't fully understand the config completely and had a bit of troubles with JSM trying to implement it. I could't figure out how to enable the double tap a face button for a secondary gun of each category way. I had to use the D-pad to access the secondary weapon for each category. But still I didn't mind playing claw this way at all my fingers are long lol.
Honestly at this point of playing shooters with flick stick+gyro has been such a life changer to me. After a year playing that way I can't go back to regular stick aiming.
My older brother is used to regular stick aiming and hasn't tried gyro aiming yet but was impressed by the way I was playing with this config, I landed dope headshots and switched weapons instantly and even tho he still prefers regular stick aiming he acknowledges gyro+flick stick and it's advantages.
Hope the best for you and your work in 2022 Jibb, Happy new year!
Thanks so much for the kind words! It's always encouraging to see folks like yourself enjoy playing games this way :)
Awesome to hear there are others who greatly appreciate gyro aiming.
Dude congrats on the Linus tech tips feature good stuff!!
Would love to see a slayer gate done this way! If you could reach out to hugo martin, i bet he’d be interested in your project
I've tried reaching out in the past, but these big well-known folks can be very difficult to get in touch with 😅
I had a slayer gate recorded in this play session, but many portions of the video were riddled with artifacts, including that one, sadly.
Ps:sorry if this sounds dumb
You should make a video with gyro & flick stick on the game karlson (3d). The idea behind doing so is that the people who watch or know the game are people who like seeing people make games or people who make games themselves. So the video can make people who make games implement it in there games and people who like watching people make games tell other creators about it
And by attracting people who make games or are in that community can help in supporting the open sources softwares development. (2 birds with one stone)
And if it is able to be made an asset for game engines by the community it will help in allowing many games small and big to easily add it to there games
I hadn't heard of karlson 3D, but I'll have a look. Thanks for the suggestion!
@@JibbSmartGD danidev.itch.io/karlson
The link should help
You are severely underrated great work my man.
Glad you think so :)
I just realised, instead of using the gyros just for aiming, you could've potentially also use them to implement variable leaning in shooters, like, just tilt the controller in the direction you want to lean towards.
Yeah, this is an interesting one. It's come up a few times before. This has the potential to capture some seriously tense peaking and dodging if done correctly, but because games don't really offer analog leaning, this would have to be something experimented with in a prototype rather than just fake inputs in an already-published game.
@@JibbSmartGD IIRC, the older Rainbow Six games (ie. Raven Shield) had variable stances. Not sure if the input would work though.
Did that use the analog stick or something? JSM might have the option to output gamepad inputs in future
@@JibbSmartGD No, it was a button + mouse input since it was a PC exclusive. Also, it's somewhat old (2003).
Edit: I just remembered that some of the later Medal of Honor entries also feature variable leaning for controllers. I think you gotta press a button while using the left analog to use it.
2nd Edit: Video for reference (MoH:Warfighter, game is also available on PC.)
ruclips.net/video/4MJw2LJ2YRk/видео.html
I did the weapon select for my Steam controller config, and I can’t tell you how awesome it is to be able to use quick switching combos on a controller, all while still being able to aim with gyro.
Consoles should incorporate this options NOW! Once you discover gyro, playing shooters on a console just feels boring... Gyro aiming became now a necessity for me in a controller gameplay.
When me and my friends talk about controller vs mouse, I always refer to this video and the csgo video and say that controller and mouse are even. Thank you for developing this and making gaming for fun and accessible.
Thanks for sharing my work with your friends!
@@JibbSmartGD no problem and thank you for making games more accessible
OH MY GOD WE NEED THIS
We've just gotta keep asking the devs for it, I guess!
The good news is that the Panic Button Switch port team are awesome enough to take this lessons from this vid, as they delibertly added motion controls to the 2016 game.
The bad news is that DOOM Eternal Switch is delayed for another year. D:
Panic Button are great! No idea if they'll see this vid, though.
Is there a release date that's been announced? I couldn't find one
Interesting set-up for your weapons. For me, my left stick acts as a D-pad when "pressed in" for the first 4 weapons (using key bindings 1,2,3,4,) and when aiming down sights my right stick acts as a D-pad for the next 4 weapons (5,6,7,8,). That way my thumbs never leave the sticks to change weapons.
I personally found doom eternal playing the best on the steam controller for me. I mapped all weapons to the face buttons. Tap for shotgun, hold for super shotgun for example. Then the A/B buttons went to the paddles, while X/Y went on the dual stage triggers. Then all the dpad buttons were moved to clicking the edges of the right trackpad.
I found this to give me an unbelievable amount of control with little compromises.
That sounds pretty good! I do the same weapon mapping in Quake
Funny, I've been experimenting with doom eternal and flick stick lately
this should be avalible on ps5!! love your work dude thanks for making fortnite so much better to play with friends on a controller!!!
The one thing that gyro controls is missing that I feel will greatly improve it's use is Deadzones.
Im an old skool Wii gamer. I played COD on the Wii with the Wiimote. How we moved the camera was with Deadzones. It was an invisible box that you could adjust that allowed you to move you screen when your reticle moved outside of the box. The reason why you can't follow enemies as seamlessly as mouse or even Wiimote style play is because it's missing the deadzone. The deadzone is the killbox. That's what makes the gyro in conjunction with stick so deadly but when you're outside of it you have to go back to traditional stick aiming to move your screen so you can follow the target and it's simply not effective. You need the deadzone to gracefully move the screen as you follow your target.
The stick is still important to move around and what not, but to really lock on to your target for precision aiming, you need that deadzone.
I'm a big fan of being able to unlock the aimer from the centre of the screen, though I wouldn't call that space the "deadzone" since it means something a bit different as well (minimum velocity threshold for moving the cursor). I have a prototype I work on here and there in my own time that lets the player aim around the screen without moving the camera.
As much as I enjoyed it in Wii games, having to turn the screen by moving the cursor to the edge was real bad -- at least the way it has to work with IR aiming. Being able to use a stick at the same time is hugely beneficial and lets the player mostly avoid that edge-turning, but I also have some edge-turning behaviour that's only possible with gyro (not IR aiming) that I think improves on it. I have it working with flick stick, too. One day hopefully I'll have that prototype in a good enough state that I can demo it.
I believe what I have working takes some of the best aspects of that Wii aiming and combines it with the features of more standard controllers in a way that offers even greater advantages over other control methods, including mouse aiming :)
@@JibbSmartGD Yea my dream control method is to have the Wii aim style with the right stick for the camera.
The issue is mostly that when you try to follow a target, some they get out if your range and you have to use the right stick to move the screen to get the target back into your range of precision. If we had free aim with the right stick it wouldn't be an issue, but because we have a fixed reticle, if we move the right stick to follow a target, the precision is lost and you can very easily overshoot or understood your target. I think even with free aiming with the stick would still provide an issue with this change, and that's where the deadzone or whatever you wanna call it comes in, because it just more seamlessly moves the screen to follow the target.
This is great 👌
You're great
@@JibbSmartGD Touche
I replace the wheel differently. I have the gamesir t4 pro controller and programmed the left back button to work like the left stick button. The right stick turns into four numbers, 1, 2, 3 , 4 and the XYBA buttons turn into 5, 6, 7, 8. The crucible I programmed it that once the left stick is pressed, the right stick button turns into the crucible.
Nice! That sounds easy to use
Doom 2016 has gyro aim on Switch, I have no doubt theyll add it for Eternal too
Yeah, I agree. Will it be better than 2016's controls, though?
Awesome work dude! But i have a question.
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After playing breath of the wild with gyro i fell in love with this controller scheme and i think that's the future for sure, your work is wonderful! But, as a comparison, where does GyroMapper stands against steam's own gyro handling? Since we can make our own controller schemes and share with the community with the benefit of keeping the button layout for the game.
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GyroMapper vs Steam Controller schemes; What are the pros and cons?
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I don't know if you are going to answer this but i'll give it a try!
Thanks for the kind words :)
JoyShockMapper's gyro handling and flick stick are its biggest advantages, as far as I know. Even if you don't want to use flick stick, its gyro settings use real-world values in the only way that make sense, its smoothing can be applied only to low-velocity inputs so it doesn't add any latency to regular or fast movements, its acceleration settings are strike a rare balance of robustness and transparency, and its other stability options (if you want to use them) are also more configurable than most tools.
JSM is designed to model a bare minimum standard of what all gyro aiming games should offer to players, as well as additional options for advanced or unusual players. No game that I know of comes close to this standard. Steam does better than any game I've played, but it still lacks natural sensitivity and falls short on acceleration, smoothing, and others.
But if someone's not gonna use JSM, I do recommend Steam. It's mostly very good :)
For a more comprehensive look at what games should do with gyro controls, check out the Good Gyro Controls tutorials on GyroWiki :)
Hey they should add your switching mechanic to the consoles omg brilliant
Hey thanks!
My ideal gyro would be off by default.
Then you press and hold left shoulder for hip fire gyro or left trigger for ADS gyro. You can release the buttons to turn off gyro and straight up your wrists without effecting your camera position.
As a bonus, holding left shoulder and trigger together would also turn off gyro.
So if you're holding ADS you can press shoulder down to turn off the gyro and straighten up, then let go of shoulder to carry on rotating without dropping ADS at all.
Combine that with flick stick and I think it would be the best possible gyro implementation.
I'm a big fan of ADS-only gyro as an intro to gyro aiming. Games like DOOM don't have ADS, and they're better without it. I personally like the option of having a "gyro button", and then the user can choose whether the gyro button is for disabling the gyro (and it's otherwise always on) or enabling the gyro (and it's otherwise always off).
@@JibbSmartGD If I understand you right, you're talking a gyro toggle button?
I would think the issue with that is that there's one extra button to press when you're quick aiming all the time, so people would just leave it on most of the time.
The reason I like two hold to activate buttons for hip fire and ADS is that it's more natural and quicker. I guess in a game like Doom having to hold hip fire gyro left shoulder all the time would be annoying too.
Either way, your gyro work is great.
I mostly use gyro on the Switch and am getting so frustrated how no games are getting it right.
The standard seems to have become leaving all 3 rotational axis on at the same time which causes conflicted inputs a lot.
Games also have quite large gyro deadzones to try to limit the screen shake of always on gyro, which ruins the precision.
I didn't mean a gyro toggle button, but I wasn't very clear. I just mean that some people prefer gyro "always on" with disable-while-held button and some people prefer gyro "always off" with an enable-while-held button, and for games like DOOM where there's no ADS it probably makes sense to provide both options :)
Thanks for the kind words. I think you're absolutely correct that using all 3 axes is a source of imprecision in a lot of games and deadzones are hugely detrimental to precision!
How did you get the controller graphic? That should be on every boss tutorial on YT yet until now I never even imagined it. This is a pretty innovative channel!
Thank you! I made the 3D overlay myself. I'm working on getting it ready for other people to use it, too
Challenge: Would love to see what you can come up with for Virtual Pool 4
I found out about your channel when I saw your Halo Reach video in my recommendations after watching this ruclips.net/video/binPB4YbWmM/видео.html
And since then I've been very excited and amazed about everything you've made. Your vision, skills and talent are incredible.
Wish I could give you more feedback on JoyShockMapper but haven't triend flick stick yet cuz my pc sucks lol
Anyways keep it up dude. Every modern shooter and game should eneble motion controls like in Splatoon or in Zelda.
Wow, thanks for the encouragement! I'm glad to hear you're enjoying my work :)
I see you too are a man of culture, and play this game with centered weapon view models.
Good day, fellow sir
When not only console games run better on PC but their contollers work better on PC as well...
Amazing job, I'll have to buy a PS4 controller and get rid of my Xbox controller.
It's wild, hey? Would love to see console games make better use of their controllers!
@@JibbSmartGD Yes, to me it's really weird that PS games don't make use of the gyro nor the touchpad, some switch games do but not as many as they should. Maybe because the majority of console gamers don't like it, but developers should at least put an option in their games.
Linus Tech Tipps mentions Flick Stick briefly in his video on Gyro aiming:
ruclips.net/video/3qlZmXnE1mw/видео.html
Don't mind me, just sitting here waiting for Eternal yo finall relevado on switch
Have you played Doom 2016 on switch yet?
Yep still waiting
doom eternal should utilize the touchpad for the weapon wheel/weapon cycling (each direction being a weapon or two weapons if you were to swipe twice in the same coordinating direction)
I spent literal hours just trying to replicate your weapon wheel into steam input. And boy howdy, I still have no idea how to replicate exactly on steam input alone.
The closest I can do is setting the super shotgun, chaingun, ballista and BFG to double tap when holding R1.
And side note, this control scheme does work so well. I have been having a blast with this scheme. Using joyshockmapper along side steam input was the only way I could get the advanced weapon switching. Though I'm still trying to find a way to get that weapon wheel to work in steam input alone for those who don't want to use your amazing program
Yeah, I learned that trying to do this is not viable at all. Steam input is pretty glitchy with multi button inputs. Cause I finally got a button to both switch weapons and change actions sets to be on the same button to work, sort of.
Sometimes it would change weapons. Sometimes it won't. I even set it do display when it switches actions sets. Actions sets switch easily as much as I press the button, but the weapon doesn't. It's really weird. Even tries setting 2 different activators that are both non interupptable, same thing happens.
This has been a long and confusing journey
Here's the config if you want to test it yourself. Hold R1 and Triangle to test it. I only properly set it for the shotguns for a test. Boy I was disappointed with the results
steam://controllerconfig/782330/2578919774
@@teneesh3376 (late I know) I use a different setup and it works consistently for me (I avoid double tapping and chorded presses as much as possible; find them unreliable)
I have an action layer set on my weapon select button (LT) and that action layer changes the face buttons to 1-4 (and 5-8)
Buttons are a regular press (north is 1, etc.) a long press (north is 5, etc), and a release press which removes the quick select bind. Releasing the weapon select button already removes it, but I find forcibly removing provides more reliable results (you have to repeatedly use the weapon select button to swap, but it's worth the trade off)
I use a long press as it's more reliable and getting the timing down keeps things much tighter (the length of the press is set to zero then notched two points to the right)
so tapping the button nets you the lower num key, and 'pressing' it gets you the higher number
kinda like PS2's pressure sensitive buttons
I'll put a config link to my config (doom eternal) when I get a minute if you want to try it
I use it in all my games and save for one (Hrot, and I think it's a software bug) it works fantastically
@@unintelgen2510 sure. I'm happy enough to try
Hey, I think Overload would be an interesting game to showcase gyro in because it has 6 degrees of freedom and both roll and yaw could be utilised (although roll would have to be simple button binds). Maybe JSM doesn't support mapping gyro tilts to buttons though, I'm not very familiar with it.
Yeah, that's an interesting one. JSM doesn't support mapping tilts to buttons yet, but it is planned. I think I got Overload recently, so maybe I should explore that.
Overload and Descent type games I think are just fine for stick, because the ship has a maximum turn speed, which lends itself well to joysticks, plus there's a bit of momentum when you turn and stop turning that makes mouse aim not inherently better unlike most shooters
I seriously cannot get used to this at all and I have tried it in multiple games, both those that I have built muscle memory in and those that I haven't. And I actually like Gyro aiming in stuff like, say, Zelda BOTW (despite not liking the game itself much) where it simply supports a more traditional right-stick aim to make that more precise. In that it feels helpful and natural but flick stick honestly feels like I'm playing with a steering wheel plus finicky gyro.
Usually it takes me no longer than, say, 30 minutes to adapt to even the more unconventional control schemes and I am great with a mouse and alright with a controller whenever I have to use one in a shooter (which isn't often). And I have given this stuff about 10 hours now and I still don't feel like it's very helpful.
Part of why is that while you hold the stick in a certain direction, it means looking in that direction relative to where you were looking before. But once you let go of it for even a split second, which sometimes you don't even really mean to, regrabbing that same direction now turns you to a completely different one, which I find incredibly disorienting. It is weird that, if I don't want to flick but smoothly move my viewpoint, I first have to tilt the stick up and then rotate.
Also, there is no use for not tilting the stick all the way, squandering some of the potential of an analog stick and making it a bit less responsive than it could be. I mean you put Shoot on R1 for concerns of R2's deadzone but flick stick does exactly the same that feels even more unnatural to me. I feel like it might be helpful to maybe start the "flick" very slowly if you only slightly tilt the stick in that direction. Like if I only slightly tilt the stick to the right, it more slowly turns me to the right, sorta like with traditional stick controls but still has an ultimate "destination" for where to stop turning.
Idk, just my two cents.
I love the idea of this. The idea of being able to flick while using a controller and making precise movements with gyro. But I still find it weird and impractical. Maybe I just have to get used to it more but not sure I'll ever prefer it over how certain Switch games do it and stuff. And I don't think that it is objectively better than what devs have already been doing like many of these videos seem to be suggesting (talking about how devs don't implement 'good' gyro controls). It would be great to have this as an option though. I don't really see why. But I also don't think that you can really compete with decent Mouse & Keyboard players on average. Sure, maybe some people can. But there are those who do that with a regular controller scheme too. And those who do weird modded stuff with Wii controllers and steering wheels and whatever else weird kinda thing you can find. I'm sure you can find someone using a laptop trackpad who would kick M&KB users' asses but that doesn't mean that a trackpad is anywhere near as good as a regular mouse or even a regular controller.
Hi Pandsu, thanks for putting so much time into it. I'll try and respond to everything succinctly:
It's best not to think of flick stick as holding onto a direction -- that's not how it works internally. There are two parts to flick stick: the "flick" and the "turn". The flick is just used for that first quick change in direction. The turn is the further adjustments -- it doesn't care about where you're already pointing, it just adds changes to your in-game bearing, and it's 1-to-1.
So most players start with just the flick. Tap back to look behind, tap rightish to check your right, leftish to check your left, etc. It doesn't have to be very precise to be useful when starting out. The turn is a very natural addition to the flick -- if I flick to the right and realise I overshot or undershot my target, I can immediately adjust the stick by turning it to where I wish I had flicked it, and the outcome is the same. As you get more comfortable with it, that's when players start using the turn to watch corners as they round them and even do general navigation. Again, it's not good to think of it as holding a direction. Think of it as turning the stick clockwise turns you the same amount clockwise, and the same for anticlockwise.
The deadzone on flick stick is fairly large because that's where the most accuracy is. If a player releases the stick slowly, before it gets into the deadzone it'll likely change in angle, and this will often be unintended on the part of the player. One reason I don't use that inner space for a partial or slower turn (I did consider this) is because while the behaviour is obvious when slowly pointing the stick in one direction, it becomes confusing when rotating the stick while it's still only partially tilted. Partial turns or slower flicks when the stick is only partially tilted will drastically increase the complexity as far as the player is concerned.
The latency introduced by the deadzone with flick stick is not anywhere near as important as the latency introduced by the trigger deadzone, because the flick is going to take some time anyway (by default, 100ms) and the player already accepts that. The turns have no deadzone and theoretically no additional latency, although by default there's some smoothing for small turns on the DualShock 4 because the DS4 thumbstick resolution is so low that without smoothing you'll get very obvious stuttering. Big turns have no smoothing.
When I say devs don't implement 'good' gyro in games, I'm not talking about flick stick at all. I'm talking about just the gyro aiming. One example is how most games with "always on" aiming don't have a button to disable the gyro. That sucks. That's like having a mouse you can't lift off the mousepad. Zelda BOTW doesn't have this problem because it's only "sometimes on" aiming, and that's the perfect game for gyro controls. But:
- Sensor fusion makes aiming less reliable
- Sensitivity can't be set separately from stick sensitivity
- Can't manually calibrate (auto calibration can interfere)
- Laggy (feels like smoothing but can't be sure)
GyroWiki explains how to improve on these. It shows how to implement better gyro controls, regardless of whether you want to add flick stick to it. If you find the gyro finicky with JSM, there are a lot of customisation options. There's no reason it shouldn't offer you a better aiming experience than gyro games you're used to. And, of course, JSM supports traditional stick aiming as well so you can use that instead of flick stick.
Lastly, sure, some people are crazy talented with a particular type of input. They're usually very, very practiced with it. I've been playing with mouse and traditional stick aiming for probably around 20 years (a little more for mouse, a little less for stick aiming). There are far, far better gyro players than I am. I'm not a remarkable player by any stretch. But gyro + flick stick is how I've been playing CS:GO, Quake, Fortnite, Overwatch, COD against "decent" mouse and keyboard players and having a great time with it.
I just found your channel and subscribed because I've really like it so far! I've watched your overwatch single joycon video and it made me wonder if you could make a video on actually implementing the gyro controls on switch. That would be super awesome if you could! If not, any advice on what I could do to implement gyro would be greatly appreciate. Cheers!
Hi! I'm glad you're enjoying the channel :) For a very long time I've been meaning to do a video on how to implement good gyro controls. All the info is on GyroWiki, but I think a video format would help a lot of people.
In the meantime, I do recommend the tutorials on GyroWiki. They won't give you Switch- or PS4- specific stuff, but they are based on my work with JoyShockLibrary and JoyShockMapper. I don't know if the Switch and PS4 APIs that developers use expose the raw data needed for really precise controls, but even if they don't, there are a lot of ways to improve over games that are currently out there.
Im sorry but id rather have the weapon wheel when youre used too the game you can pick the weaopon you need when you need it real quick and it also gives you a second too think which weapon you want, like you could pick the chaingun and start blasting your way through, or pick the ssg and meathook away if your too overwhelmed, now you dont have long in this state because youll still take damage, but it adds a layer of stratagey in my opinion
What I'm describing here doesn't remove the weapon wheel at all. It just adds a new shortcut for players who already know what they want, and they can press that shortcut even faster than it takes for the weapon wheel to appear
Hey Jib, recently had the pleasure of testing this out; uploaded a config file to the wiki! Was wondering if that controller overlay you have in your videos is somehow part of the deal, it is kind of amazing and might help new players from having to look down at their controllers.
Hi Nim! Glad to have you aboard! What game did you upload a config for?
The overlay is a work in progress, and not ready for public yet, I'm afraid. It won't be included with JoyShockMapper, but will be a standalone thing called "JoyShockOverlay".
@@JibbSmartGD I made one for The Outer Worlds. This tool is fantastic. I'm a PC gamer by heart and though I've often felt the lure of comfort offered by controllers, I genuinely hate using the thumbstick for aiming. I tend to play games at harder difficulties, which then frequently become unplayable for me to play with a controller as a result. I find auto-aim to also be particularly 'lame', for lack of a better word.
As for the JoyShockOverlay, it's really cool that you have plans to release it some day. You don't owe nothing to no one so all your effort is surely appreciated.
Great stuff. I am also obsessed with Gyro aiming and movement. I have been using Rewasd to map gyro to right stick. Have you tried this software ? It will allow you to map any controller with Gyro function to either mouse movements or right stick, it’s pretty nice.
Are you still using your R stick for most camera movements and then utilizing gyro primarily for aiming/shooting? I’ve been trying to get my set up calibrated enough such that I can use Gyro for all camera movements with only minimal right stick adjustments here and there but it’s tricky. I know it’s a big/vague question but any thoughts on how to accomplish essentially Gyro for everything. I’m playing primarily Warzone. thanks!
Hi! I haven't tried reWASD but I know some people who use it. I think their gyro aiming is still pretty new, and hopefully they'll keep improving it. But being able to map gyro to right stick is a super cool feature.
I'm mostly relying on gyro aiming, but not entirely. I know at least one person who likes to use gyro for all turning the camera and save the right stick for other things. Like anything, it takes practice.
It's good to think of it like a mouse -- it's good until it gets out of comfortable range (or off the mousepad) and then you're forced to disable it (or lift up the mouse) and reposition it. This is cumbersome at first, then it becomes more natural, and then when you're really good you start preemptively repositioning it when you know you're about to make a big turn, or when you've got a good opportunity now (while reloading). Getting comfortable with higher sensitivities helps, too. And that's all practice, practice, practice.
I don't know if that's helpful for you -- maybe you're already on that path.
Personally, I still use the right stick, but flick stick works very differently to traditional stick aiming. It lets me look in any direction pretty much instantly, and I'd have a hard time going back to traditional stick controls. Having said that, in my "Overwatch with One Joy-Con" video I don't have a right stick at all, and I still have a great time using just the gyro.
Sorry it's such a long response :P Thanks for commenting!
Gyro Gaming have you tried DS4 Windows to tinker with Gyro functionality on PC? Just curious how well it works?
Dude this is amazing - but I wonder whether you really have the comparable control (not that it's that great on console anyway). The slow weapon wheel and being unable to turn and dash (one enemy actually requires this for a fast kill) or turn and jump is really annoying on console. I tried changing the bindings but even when I found a solution to one - it was at the cost of something else. I think that modern day games have become so complex that the default controllers are actually starting to hinder game-play
Yeah, I dunno how comparable to mouse it gets. There are a lot of mouse players much better than me and a lot of gyro players much better than me. Flick stick + gyro does offer some advantages in some situations, I think, and still being able to use a controller's left analog stick can be super useful depending on the game, too.
At the very least, it's a lot better than "traditional" stick controls.
They need to start making this a basic choice on ps5 and Xbox (they need to add gyros into the controller or sell yet another special Xbox controller)
Hi, I was wondering if you can start reviewing controllers with gyro support, I know those are limited. But I am interested in 8bitdo controllers but not many people reviewing it considered its gyro capability.
I like the idea, but unfortunately this would be expensive for me to do. Hopefully one day this channel might start making a little money and then I can justify something like that :)
@@JibbSmartGDwell you got one subscriber then. Love all your videos. Somehow playing FPS/racing with gyro looks so much more fun than playing with analog control, or mouse+keyboard combo, especially in couchgaming setting
Thanks so much!
how did you do that controller overlay to sho buttons, anolog stick, and Even The Movement Of The Controller?!
I made it myself :) It's still a work in progress. I've had to prioritise JSM updates and articles for developers, but I'll get the overlay finished eventually
@@JibbSmartGD I hope so! I would love to use to use that overlay!
I'm using a mix of your config from this game and streams for doom 2016. Basically aiming and flicksrick from jsm and also using the quick switch weapon select in jsm same as you have here just in Doom 2016 and everything else is mapped in steam and using tactical control scheme in game. Is working really good for that game so far. And actually I do use the weapon wheel. When you bring it up it stops the gyro aim and I use it to recenter. It works great because it stops time while I'm recentering, keeps me out of danger that way and I can recenter mid fight a lot safer I think. Anyway just wanted to say thanks for the great program. I prefer your gyro and flickstick over steams for sure and then the button mapping is definitely a huge help for customization.
I do have a question though and it probably is a noob one because I am very new to using this.
But I was wondering if there was any way to map it like how you said in this video as in pressing right bumper and then tapping triangle twice for super shotgun and tapping triangle once for shotgun. I tried to map it like this
R,N = 2
R,N,N = 6
Anyway it doesn't work. At least hasn't for me. The shotgun binding works fine but the double tap triangle doesn't work at all. Is there a different way to bind this? I looked in the gyro wiki a little and tried to find a solution, if I'm being honest didn't look super in-depth because like I said I'm really new to this stuff and some of those bindings were confusing me.
Maybe I just need more time to work with the JSM. But if anyone knows a way to map the guns to work like that I'd appreciate it if you could let me know how to do that.
And thanks again for creating such a great program and I can't wait till games actually are using this type of control scheme natively it will be awesome.
Hi! I'm glad you're enjoying them :) I got something like that working with JSM 2, which is briefly explained in this video: ruclips.net/video/GDqfCjGhodk/видео.html
@@JibbSmartGD so i need JSM 2 to make binds like that work then. I think I dl'd the latest version but I'll double check and take a look at the vid as well. thnx for the response.
To be clear, you can't combine chords and double presses. But you could make it so that when R is pressed, another config is loaded that binds N and N,N, and when R is released their original bindings are loaded
@@JibbSmartGD yea I knew what you meant. As in not that exact bind but something that will accomplish same thing pretty much. I'm actually reading through the wiki bindings readme now so I'm learning. Thanks for all your help.
Oh cool :) Just wanted to be sure. Happy to help!
Please do similarly for cyberpunk 2077 after it launches
To tell is I always want to test all this stuff Giro scope Arcelometro... But I don't have the contrllers I have all this stuf ....but same time in the future is pasble buying with all this stuff for now in the order to play my games with this stuff I need external modification the good part is you know haw use this stuff i hope to support the people i want to play with more coftable experience
Is it possible to make the gyro a bigger joystick? It’s hard to describe but is it possible to have the gyro be in a fixed box and when you get to the edge of the box is a continuous motion?
For some reason your “weapon wheel” binding aren’t working for me. I can get to the first weapon in each category but not the second. Everything else seems to be working though
Hi! My config has the second weapons bound to weapon-select + d-pad. Is that not working? Since JoyShockMapper doesn't know what weapon you have selected, it can't do the alternating back and forth with one button that I want them to implement natively.
Just curious, because the flick-stick configuration cannot look up and down.
Do you think it would it be better if controllers had 2 analog sticks on the right side (One big for conventional aiming, and a smaller one for flick- stick, since flick- stick doesn’t require a full analog 2d output, just a 1d output of what angle the stick is pointing towards)?
I think flick- stick seems like a really good option, but an worried that not having a way to control the pitch of the camera with a stick will hinder my ability to play shooters with more verticality.
I think if you wanted to have two different ways to control the view with your stick, probably the best way is to change the behaviour of the right stick while a shoulder-button is pressed, or to be able to toggle the behaviour. I wouldn't want to use a smaller stick for flick stick -- it's much easier to use flick stick with a DualShock 4 than it is to use it with a Joy-Con, for example.
I get your concern about not being able to look vertically with a stick, but with a little practice it becomes very natural to handle all vertical looking with the gyro. For example, I've played a fair bit of Quake Champions like this, and found it to be far better than what's possible with regular stick aiming.
What tends to happen as players get used to gyro aiming is they get more and more comfortable with letting the gyro handle more and more of their aiming, and they rely on the sticks less and less.
What would Red Dead Redemption 2 look like with flick stick?
In my experience 3rd person games work great with it, so I reckon it'd be pretty good, but I don't have RDR2
Great video but I’m curious on how you replace the weapon wheel. I’m trying it out on my Steam Deck but I can’t out how to map the controls like the video here.
Thanks! I only had it partially working in this video, but I had it fully working in a later JSM video. I haven't done it with Steam, and I'm not super familiar with the remapping options these days. I haven't tried to do a config like this in my Steam Deck. I wonder if someone else has had success?
@@JibbSmartGDit’s all good. I figured it out :)
Look at the Gulikit KingKong Pro NS09, is like the Xbox elite controller, but with gyro and compatible with switch, PC and Android, is super ergonomic and complete controller I recommend you to prove it.
Thanks for the recommendation!
Have you had a chance to play the new enhanced Quake 1? There's motion aiming on the PS4/5 and Switch releases (not on PC w/o Steam Input bizarrely enough), but ALSO the weapons work the way you described. R1 is the weapon wheel, but the d-pad is the quick select. Up is the shotguns, right the nailguns, down the explosives, and left the rest. Maybe they're listening?
Oh wow, I knew about it having gyro, but didn't know about the weapon stuff! That'd be the work of Nightdive Studios. I haven't checked it out yet, but I'd like to. I've heard the sensitivity doesn't go very high (about 2?), but that should be enough for me at least.
Still annoyed that most console games don’t use gyro… at least most boomer shooter come out on switch so I can use gyro assisted aiming.
Would love to try this, but no pc ☹️
It's starting to get better on PlayStation :) Fortnite, Deathloop, God of War, Call of Duty, No Man's Sky all got unusually good gyro since the beginning of 2022. And Neon White is so good on PS5
@@JibbSmartGDnow you just gotta get this video in front of Hugo Martin for DooM: the Dark Ages….
I think I tried to show it to him when I first made the video :P
I've used the flick stick before with DS4 but unfortunately my controller gyro always drifts.
I was thinking about all of racing games that I used to play and I was wondering would gyro feel good with them. I never like the cameras they're either too slapped or too slow. I was thinking would gyro feel more natural on fp racers.
Yeah, I think that could be really interesting. Lots of people think gyro + racing = gyro steering, and I think all games should provide that option, but what else can we try? Being able to aim with gyro while steering with sticks could be a killer combo in games like Twisted Metal if done right, and like you say, even non-shooters could benefit from that freedom to look around like that.
Have you tried a gyro analog combo aim? Aim with right stick once right stick is idle gyro aim kicks in
I do have the option in JSM to make it so that gyro is disabled while using the right stick, whether you're using flick stick or regular stick aiming. It's a handy option to have, but being able to use both at the same time is very useful.
I just tried it with Doom 2016. For me flickstick has a steep learning curve . AIming went okay i did enjoy that but traversing the map was a a bit of a problem.
But I did enjoyed playing the game like might do a complete playthrough..
That's fair enough. For me I found that it was useful but cumbersome pretty quickly, but took some time to get really comfortable with it
@@JibbSmartGD After playing some more. I'm now convinced that the flickstick method gives players a huge advantage over regular controls. Not only for aiming but also for mobility.
I still need to get used to the dail controls after years of regular controls.
Buenos días, perdona que no hable Ingles, que programas usas para utilizar el giro?
JoyShockMapper y Steam
@@JibbSmartGD Gracias, y vendes tu algun mando para juegos online como Blade Conquerors?
Creo que Blade Conquerors no está disponible donde estoy. Sin embargo, JoyShockMapper debería funcionar con casi cualquier juego. (Traductor de google)
I HAVE A QUESTION. My brother purchase the PS motion controls and never used it. I was wondering does this work with GYRO too?
Do you mean PS Move? I don't think it works with JoyShockMapper
Hi, any suggestion how to use this gyro for steering in forza ?
I think Steam can help you with that, but I don't really know. Gyro steering is a very different kinda thing
@@JibbSmartGD, yeah, currently I stuck with adding the Forza into my non-steam games (since it's not a steam game). I will found out soon whether I can use steam or not.
Do you recommend aim assist with or without for gyro aiming? Or maybe a case by case basis? I would imagine weak aim assist is good but too strong of aim assist might be a problem
I recommend no aim assist with gyro aiming :)
Is there anyway to set up my buttons to work without having to read a wall of text? I downloaded the halo reach config but no buttons work. Im on ds4 with usb and gyro works but nothing else no matter the config
That's very unusual. You should just be able to change the mappings in the config file you downloaded. It's weird that the buttons wouldn't work but the gyro would. Does JoyShockMapper tell you about any problems (and commands "not recognised") when you load the config?
Flick stick sounds cool, but isn't there the problem with gyro tgat there is drift. It's the reason why splatoon has a centering button, whild most ganes with gyro just using the analog sticks for broad movements. But the option would be nice to see. But I highly doubt it. People are still so negative when impliment gyro aiming to ps4 games period
The centering button is useful for repositioning vertically, but not very useful for horizontal corrections. I prefer a "gyro off" button, since it is much more versatile. It can be thought of as like lifting the mouse off the mousepad to reposition it. I've never seen someone ask that mouse-aiming games have a centering button to counter vertical mouse drift, and I doubt I ever will :)
@@JibbSmartGD yeah, but we know that console games tend to innovate in small ways. Maybe for now we can just ask for gyro aiming on consoles. Then in the middle of the generation we can ask for multiple ways to use gyro aiming
Waiting to see someone play Cod/Warzone with a gyro.
Perhaps this is abit offtopic but how do you reset your controller and aim so smoothly using gyro?
I'm using gyro as often as I'm able but most of the time it's a jittery mess and it's difficult to hit small targets and sometimes you cant even hit a standing target, if I gyro left for example it jumps over the target if that makes any sense?
Thanks for great videos
Hi Dixon, you can try lowering the sensitivity of the gyro until you feel more in control. It can help to have your forearms or elbows supported while you play. Resetting smoothly just takes practice -- you need a button for disabling the gyro while you reset your controller position, but with practice it's just like resetting a mouse. I hope that helps!
@@JibbSmartGD so gyro always on with a button to disable it? Where do you find it to be least intrusive and comfortable? Are you using any kind of back attachment? Best regards
@@dixon266 Exactly. I usually either have it as a trigger (since I'm shooting with shoulder buttons) or Circle on the DS4 (as in this case). I'll often have it shared with some sort of input I never have to hold. For example, if I remember right, in this game I tap Circle to throw a grenade, hold it to disable gyro. And I have no delay on disabling gyro, so even if I'm just tapping the button to throw a grenade, the gyro will be off for a fraction of a second, which is harmless and keeps it responsive.
@@dixon266 Oh, and no back attachment, though I'd love to get my hands on one and give it a go.
this should be the default gyroscope control
Yo, does this work on PS4 too? If not, is that something you are working on or is that outside of interest?
It doesn't work with PS4 at the moment. There might be a way to do it in future with remote play, but because JoyShockMapper doesn't output as a controller (just keyboard and mouse), it won't work just yet.
Gyro Gaming thx for your reply mate. There are some keyboard supporting games on console tho. Do you recon it could work on those?
if want to use joyshockmapper, does it have to be installed ds4windows ?
JoyShockMapper shouldn't need any other software :)
Hi again, I was wondering if you had tried DS4 windows to manage gyro gameplay on PC and any thoughts? Thanks so much
I should give it another go. I haven't tried it since before I started working on JoyShockMapper.
Gyro Gaming Yeah I was just curious about the functionality as the interface is super intuitive or appears that way. For some reason Joy shock mapper just intimidates me a little bit but maybe I’m just being a big baby
Haha, it's okay. Having a proper interface makes a big difference for usability, and having no interface makes a big difference to being able to add new features quickly :P
Are we getting nintendo switch procon usb support, because my pc doesnt have bluetooth, and just for lower latency
One kinda messy workaround for now is that you can connected it to USB using Steam and then start using JoyShockMapper and it should work. JoyShockMapper knows how to talk to it by USB, but not how to tell it to work by USB, so that's what I've got to work on. That's probably #3 on my priority list of things to do, but I don't know how quickly I'll get that working.
It's been god knows how many months, and doom eternal still doesn't have gyro aiming on ps4. What is taking them so long?
Also if gyro aiming is on the ps4 port, the control scheme would be a great option. But I don't think it should be the only option for gyro aiming. Two different controller layouts for gyro aiming on ps4 would be great though. But I'm still holding out. Are they waiting to put it in the switch port first then the ps4?
Yeah, I dunno if it's on their radar at all. People need to tell the developers they want it, and they need to do it graciously. I've tried, but never heard back.
@@JibbSmartGD i know the feeling. I tried tweeting them for weeks and got nothing. I mean, gyro aiming at the very least has to be one their radar. They put it in the switch port of doom 2016. And with the infamous tweet with the angry fanboy when he saw the tweet saying that they added gyro aiming as an option
"Who asked for this?"
Doom twitter "Everyone"
Good on you :)
It's a funny thing. A different developer ports the Switch versions, so I think Id just think of it as a Switch thing. And then the Twitter account probably isn't handled by a developer, or even by someone with influence over development (even though their job is very important)
I really hope you make a video about ultrakill
Ultrakill is such a cool game! But I don't have much time to make videos these days. There are other channels with Ultrakill + gyro videos, though :)
Does anyone know if joyshock mapper works with the armor x pro?
This could replace console aiming, but I don't think it's a replacement for mouse
I agree. But there are other benefits to a controller that mean overall I prefer to play with controller + gyro rather than mouse
I can't get my Switch Pro controller to work. Does it have to be connected via Bluetooth? I don't have Bluetooth on my PC and would need to buy a dongle.
At the moment it has to be by Bluetooth. I'm hoping to change this in future. For now, Steam can switch it into USB mode, so if you try it with Steam and then with JSM I've heard it'll work.
*I have it connected through the USB port. Steam recognizes it but the Joyshockmapper program stops responding whenever I run it.
@@JibbSmartGD ok, thanks for the quick reply!
CONSOLE NOW AAAAAAA
Does anyone have any advice if my wrist are hurting? I use a truck driver style when rotating the control and I have less than a week using it. Is this common?
Oh wow. Did you only recently start using it?
Might wanna take it easy. I first really got into gyro when using a mouse was hurting my wrist -- I had gone from not playing much to playing a lot every day, and that prolonged increase in activity injured my wrist. I saw a physio, dialed it back a lot, and gradually did a little more each day. I'm no expert, but I think the same principle applies whenever you get into something new.
You should talk about Dreams
I'd love to, but first I'd have to get a PlayStation, and that's a big expense for one game :(
Can i tilt the gyro on left/right direction on ds4 like seesaw movement ?
Yes, by setting MOUSE_X_FROM_GYRO_AXIS = Z
@@JibbSmartGD you know, like when a pubg "mobile" player that using gyroscope to tilts the device on the left-right direction ?