The Last of Us Part II with Gyro Aiming on PS5 BC - The Gyroscopic Controls Project

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  • Опубликовано: 18 сен 2024

Комментарии • 16

  • @skins4thewin
    @skins4thewin Год назад +2

    Thing about Gyro is that all games that have it are most definitely not created equal. There is wide variance in how well it's implemented & it seems like most devs haven't figured out how to make it feel truly great yet, that is aside for Nintendo. Breath of the Wild with Gyro feels absolutely amazing! However every single other game I've tried it with just doesn't feel quite right & I'm not sure why.
    Horizon Forbidden West & The Last of Us 2 both just feel off. I have no idea why, it just doesn't feel quite right. Not sure if it could have to do with the gyro sensor in the controller itself, but I can say that the Pro Controller on the Switch feels superb when using Gyro. There is definitely something about the implementation that hasn't quite been figured out yet.
    For all the crap that "hardcore" gamers give them, Nintendo really does have the absolute best programmers when it comes to refined gameplay, so I'm not surprised that they somehow figured it out. Hopefully other devs can catch up.

    • @AL2009manStorage
      @AL2009manStorage  Год назад +1

      Now that God of War: Ragnarök and Call of Duty: Warzone 2.0 shipping with Gyro Aim day 1, I think having more gyro-centric settings is something we need more. but in terms of implementation quality: it varies on how game developers do. (like COD MW2 2022 / Warzone 2.0 lacking scoped sensitivity scale and sensitivity being tied to Framerate)
      for The Last of Us Part II's case: I consider it as a "Naughty Dog's first time" tier.
      but, all I can say is this: "either read GyroWiki's general documents or just hire Jibb Smart lol".

    • @caleasthetic
      @caleasthetic Год назад +1

      I dont know if the last of us part 2 and the ps5 remake of 1 use mouse value's for the gyro or rightstick gyro. Most of the time that is the big mistake most console developers make. by using rightstick value's the gyro is tied to the maximum camera speed that the rightstick can achieve. Rightstick is velocity based instead of movement / displacement based. So it will never be a 1:1 translation of your movement. That, plus the fact that most games lack any gyro options for the sensitivity and the implmentation (always on, or ADS only) are the biggest mistakes.
      The way to remedy this is by reading the gyro wiki, and just implement mouse inputs in the console game in the first place. then just use the gyro as a mouse and provide enough options for the sensitivity by using the natural sensitivity scale. Makin gbad gyro by using rightstick value's is actually harder because the developers would need to code the aim curve for the rightstick and the gyro (or reuse the same aim curve from the righttick). Even on pc mouse inputs gets messed up because developers think people want aim acceleration by default without the option of turning it off. For example the old crysis original had raw mouse inputs. the remak is based on a newer console version and has forced on aim acceleration. I had to install the original from ea play and add that to steam to get flickstick and gyro working correctly.
      Too bad the reamke of the last of us on pc has camera stutter when using a mouse. Wich is still not fixed eventhoug they claim they patched it.

    • @skins4thewin
      @skins4thewin Год назад

      @@caleasthetic Interesting take! All I really know is that the Gyro feels so absolutely perfect in both Switch Zelda games that I literally forget it's even there! It feels absolutely built in and flawless, and it performs so amazingly well that I could never DREAM of turning it off! It would feel downright weird to do so.
      However when playing literally any other AAA PS4/PS5 title, i have the complete opposite experience. Something about it just doesn't feel right, at least compared to what I'm used to on the Switch. The experience is clearly flawed in some way.
      It's kind of funny cus in both Zelda games I am an absolute crack shot sniper, and due to the way shots arc in that game its much harder to pull off than in a game like Horizon and such! Yet I'm able to. But in Horizon I can't do the same for the life of me.
      It might be exactly as you say, the movement just doesn't feel right. And yeah the gyro moves VERY fast in the Zelda games! Like 180 degrees worth of camera movement in an instant. Or the slightest tiny movement if you want it to. That's how it SHOULD be!

    • @skins4thewin
      @skins4thewin Год назад

      @@caleasthetic If true about what you say then it is no surprise at all that Nintendo were the ones to get it right. I have said it for ages now that they have THE BEST programmers in the biz, period!
      If you just look at what they achieved w the two Zelda games it should be obvious from that alone. The absolute most advanced, complex physics engine in a video game that I have ever seen, and both games shipped virtually bug free. That is what you call programming chops.

    • @caleasthetic
      @caleasthetic Год назад

      @@skins4thewin I have not checked if zelda uses rightstick value's or mouse like value's. I mostly check this by moving the controller very slowly. if the reticle does not move then the game does not use mouse value's.
      This is a big indicator of the fact the gyro has a big deadzone, wich is cuased by the fact that rightstick aiming is a velocity based method (So the camera can not exceed the maximum ingame speed of the aim cuve). A mouse is based on displacement and can sense your every small movement. The second test you can do is by moving the controller really fast. If the reticles movement, or the camera movement does not match your movement speed then this is also a big indicator.
      Although mouse gyro is always better, rightstick gyro can feel passable if done right. Controllers like the xim nexus that just use the rightstick aim curve of any game for the gyro, have alot of settigns to adjust the sensitivity, and how the gyro is activated (always on vs only on ads).
      Theire is also a cheaper device called the Armor x pro (only pro has gyro) wich is a 70 dollar back button attacment for the series controller. it can be used on ps4 / xbox series and on switch (the xim nexus does not support the switch). Both devices will not work on ps5 games without using remote play. (because Sony has encrypted the dualsense communication on all ps5 games).
      They can both work on ps4 games either on the ps4 or on the ps5.

  • @caleasthetic
    @caleasthetic 9 месяцев назад

    How did you capture both ps5 gameplay and your controller moving with the unscreen controller overlay? I have the same overlay on steam. But it requeres the controller to be conected to the pc instead of the ps5. Can this be done through remote play? because i want to make a comparison video on the native gyro aiming on the part 1 remake and the gyro as a mouse on pc. On pc the only thing that the port house did corrctly was the fact that it can use mixed inputs. Even the pc version of uncharted has mixed inputs. Soemthing that alot of company's seem to get wrong on pc.
    Also some pc games have forced on mouse acceleration. Wich is horrible in my opinion. i cant seem to grasp why developers choose to foce mouse acceleration instead of making correct raw mouse inputs. I dont know much about coding. But if the basics logic of coding are the same in any language (like javascript) then raw mouse input is easily coded with just telling the engine that inputs == output.
    I know alot of unreal engine games seem to have forced mouse acceleration. So maybe developers just use the aiming mechanics that are availbable in that engine. instead of coding the whole thing themselfs.
    Even on games like days gone theire are some problems. The latest patch seems to introduce camera jitter with mixed inputs (i thought you also mentioned that on your days gone video). So i had to figure out on what patch it was introduced. then i just donwloaded the older version. Some games like Shadow warior 3 and evil west lets you remove the acceleration by adding one single line of code to the input.ini file.
    But back to the last of us part 1 remake and two. I think both of these games have a way to low sensitivity setting. And they dont use the natural sensitvity scale. wich is just basic.
    The only Sony title that sort of got it right was God of war RAgnarok. my usual sensitivity is 1:4. Both the last of us games offer a 1:2 settings as the higest. God of war ragnarok has a 1:3 setting. Wich is just one setting to low for me. But it is workable. Atleast the last of us seemed to have mouse like gyor instead of the horrible analog gyro. Analog gyro seems a better name then rights stick simulated gyro.
    And my last point is that games like uncharted and the last of us play way better with flick stick. I even use it on the Resident evil 4 remake. Wich finally offerrs mixed inputs. And with the lastest steam beta update the gyro will filter out smaller movements, so the inputs wont flicker as much on that game. I hope you can answer my questions about the recoding stuff i asked. And i hope you make new video''s in the future aswell.

  • @skins4thewin
    @skins4thewin Год назад

    10 seems like a decent sweet spot. Anything higher than that seems way too sensitive to aim precisely imo. It might not be as fast when panning but it's gonna cause more missed shots when trying to get those precision headshots.

  • @skins4thewin
    @skins4thewin Год назад

    Also, how in the hell do you have infinite bullets? How is that even possible?

  • @Jmcinally94
    @Jmcinally94 2 года назад

    What overlay are you using to show controller movement/input?

    • @AL2009manStorage
      @AL2009manStorage  2 года назад

      VSCView, but this specific DualSense overlay is far more up-to-date than the Release build's
      However, you can download the Master/indev files from GitHub and replace the theme files that way.

    • @skins4thewin
      @skins4thewin Год назад

      @@AL2009manStorage How on earth were you able to get an overlay to show up on a PS5?

    • @AL2009manStorage
      @AL2009manStorage  Год назад

      ​@@skins4thewin First thing first: pair the controller on the console first and start the console there, then you'll need to plug the same controller (that you already paired) on the Computer using the USB cable. and there: *you can theoretically play one game on a PS4/PS5 console, and play a different game on PC with the same controller at the same time*.
      You might have hear of that bug as notable people on Twitter/X were making accidental purchases on PS5 while they were playing on PC.
      In this case: I run VSCView program running thru the computer, and have the game running on PS5 separately (using a Capture Card) and record it on OBS Studios. That's how you get a Overlay to "show up" on a Console...