Gyro Analysis: Enter the Gungeon with One Joy-Con on Nintendo Switch
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- Опубликовано: 11 сен 2024
- A break-down of Enter the Gungeon's single Joy-Con "Gyro Aim" mode, how it can be better, and why even full size controllers (such as PlayStation's DualShock 4) should have these kinds of controls.
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Great video! I just recently learned that Paladins implemented gyro aiming on their PS4 version. I tried it out, and while it is kind of bare bones and doesn't feel as good as setting up gyro controls on PC, through steam for example, it is still much better than just a joystick. Glad some devs are picking up on gyro aiming.
Thank you! Yeah, it's awesome that Paladins has gyro on PS4. It's the only cross-platform game I've seen that's added gyro controls on every platform that has gyro. It even works with a DS4 on PC, so I want to do a Gyro Analysis of Paladins at some point.
Like you said, it's not the best, but it's great to see!
Gyro aiming pretty much removes the right stick and it kinda pisses me off that people still think gyro = motion controllers when it's not even close.
thank you for the video.
Yeah, I'd really like to see gyro embraced for how great it actually is. We'll get there eventually!
Hey, although I really like his idea I still do not think it removes the second stick's usefulness, especially in this specific genre.
Using the second stick allows me to concentrate on my movement more and the general direction I shoot at, instead of what I shoot at. I found playing Enter the Gungeon with mouse and keyboard to be a worse experience and although having a stick for movement would be an improvement, I do not feel it will beat two sticks for this particular case.
All in all I find the fact that stick gives you much more comprehensible feedback on its alignment than the mouse/gyro would suits my style of play much better. This says nothing about the control methods by themselves, my point is that you should not make grandious statements like that. Gyro aiming removes nothing. The stick is there for a reason (or a bunch of reasons honestly). Gyro is just another tool we need to use to better our gaming experince, it does not have to substitute anything else.
You're right that they each have their usefulness, and playing with them together is great. For games like Enter the Gungeon, the stick isn't very precise. But they make up for it by having the game do some of the aiming for you, and there's nothing wrong with that. And you make a good point about the stick letting you be aware of the direction you're aiming without having to watch the cursor -- that's handy in a game like this.
@@nerdzone i agree with everyone you said, why not just have both?
@@JibbSmartGD Exactly. To be honest I feel mouse/gyro has aim assist too - namely the cursor. I know we rarely think of it as that but that is what it is really.
I thought of that reference because I happened to play CrossCode before Enter the Gungeon. In CrossCode you have a tiny line aim for the stick and it immensely improved my precision, like in absolutely no need for aim assist in the end. I thought of it as an equivalent to the cursor.
That ties to my second point - visualizing > direct assist.
I like your channel, watched a lot of the videos and I think they are very instructional. Keep up the good work.
Great stuff! Love these explanatory videos, keep it up. After finding out, and been non-interested in gaming since consoles won over PC... Im back at it with gyro controls!
Awesome! Glad to hear it, and thanks for the encouragement!
I think more developers need to watch your channel. You do have some innovative ideas and your channel has a lot of fantastic ideas. I do also believe that these are also options to have. So if people say that they can't play with your control schemes, then the developers can say, "Then just switch to a different control scheme. You don't have to use this one."
Thank you so much 🙂 A lot of this stuff is targeted at devs, and I'd love to see it make an impact. Like you say -- just adding the option makes a huge difference!
I hope all the work you've done pays off. Your videos are exceptionally reasonable and gyro seems to be an almost entirely untapped gold mine 👍
"The game doesn't need to know the controller's absolute orientation any more than it needs to know where your mouse is on the mousepad." Nice analogy!
I'm glad i found this Channel,Super interesting! If your down for a collab playing games vs eachother with joyshock mapper and FlickStick i'm down!
Hey! Sounds to me like you're on the other side of the world, which would make lag a real problem. But hit me up on Twitter and we can either figure something out or at least stay connected
@@JibbSmartGD Sounds good,Thanks man! Keep up the great content,Ill be here to watch it!
This isn’t a comment or concern, but I think you should try Gyro on halo reach PC. Bringing gyro into the argument might change some minds at the moment seeing as how there is currently a debate going on about Controller vs. Mouse and Keyboard. I think if you were to try and introduce gyro controls to the new halo pc community gyro may gain some notoriety.
😁 That's the plan!
Gyro Gaming Hell yeah! I really want to get into Gyro for pc because I hate using WASD but love the precision of mouse, gyro seems like easy answer. I think the structuring of your videos and even the wiki is thorough and leaves you without a lot of questions, I love it man.
Gyro Gaming keep up the good work!
Very much appreciated :) I'll have my Halo config up there by the time the video's ready. Videos usually take me a few weeks, though, so hang in there!
I'm just impressed that Dodge Roll included official gyro support into their game at all. Does it support Wiimote-style aiming in dual-joycon mode too?
Wiimote-style aiming is not possible in the Switch version of Enter the Gungeon, unfortunately :(
Three problem with the always on gyro control scheme is how the cursor keeps getting de-synced. If there was a button too recentre the cursor it would work wonders
Yeah, that's true. I prefer having a button to disable the gyro rather than a button to recentre, but recentre as an option makes sense in a game like this.
@@JibbSmartGD How do you feel about steam's implementation of gyro controls? Do you think they are on par with console or JSM?
Steam's implementation is much better than I've seen in any console game implementation (though I haven't played them all). I originally started writing JSM to do it so I could explore why Steam gyro aim felt so much better than, say, Splatoon 2, for example, and at its core I think JSM and Steam probably work the same as each other.
But JSM has some better options than Steam. As far as I can tell, its smoothing is smarter (if you want smoothing at all), and its acceleration/ramping settings are much better than Steam's last I checked. Steam can do a few things JSM can't yet, like changing gyro sensitivity on a button press. Eventually, both programs will have each other's features, I hope.
Can you play with co op but with one Nintendo switch
Could you make a video about world of goo sensor fusion implemention?
Good idea! I don't know the exact details, of course, but I think I have a pretty good idea, and it's cool. I've got some other videos planned first, but I'll try come back to this.
Another thing, do you have any idea why Splatoon 2 implementation of gyro aim feels so much better and more precise than most third party games on the Nintendo Switch?
I think a big thing is that most third party games run at 30 fps while Splatoon 2 runs at 60. And while Splatoon 2's gyro aiming has its quirks, it's at least part of the core game design.
I wonder if the single Joycon controls would work better if you held it vertically, in one hand. Though I haven't played this game much, so I don't know if that would give you access to enough buttons.
I was wondering about this, too, and considered exploring it, but didn't have the time. The button access is a good question, but I think you could get by using R and ZR for shoot and dodge, stick click for blanks?
@@JibbSmartGD Well if you give it a shot, you know you need to try doing single player co-op with one player in each hand.
😆 That'd be a good challenge! I don't know if I can get each Joy-Con to work as a separate player on PC, though.
Hello. I have interesting question for you. Recently got a new DS4 v2 and immediately started using gyro for aiming. But after couple hours of playing i noticed that gyro became strange. So if im slowly dragging mouse cursor in desktop mode or sights in game then in some moment of dragging it starts pulling cursor back. I made a move and it almost rerurned cursor in the same position it was before move. Its kinda "gyro drifting", but not completely for itself, just after my move of the controller. So i recalibrated gyro in steam and it does not helped. I reboted my pc, pressed "reset" on the back of the controller, recalibrated it one more time and it helped for 15 minutes and then problem is back and works now with almost all of my movements. So what is it? Did you have such a problem? Should i return my DS4 in store or its just software problem?
I hope that's not a problem with the controller! The gyro feeling like it's trying to return to its old position when you move it -- sounds like you might have accidentally had "continuous calibration" active? That just means it's constantly using the average rotational velocity of the gyro to calibrate it, assuming that over time the average will be about zero. When it's first activated, though, your movements have an immediate effect on calibration.
This can happen when you tap the PS button or the touchpad (click) -- those are mapped to calibration by default. Maybe you've been doing this by accident?
You can avoid this by mapping those inputs to something else, or to NONE if you don't want them to do anything.
If that doesn't fix it, we'll have up figure something else out.
Hi.
Thank You your hard work.
I have an ask.
Please, could you make support to ps3. In ps3 has gyro too (I think)
I'd be interested to see how well the PS3 controller's gyro works. I don't have one, though, so I wouldn't be able to do it myself in the near future :(
@@JibbSmartGD As someone who bought a PS3 earlier this year, I can tell you that Steam Input doesn't support the controller's gyro, and Linux's built-in driver doesn't seem to either, as it doesn't show up in the joystick/gamepad config panel. So there must be some weird incompatibility between first-generation Sixaxis gyros and PCs. Either that or just nobody's figured out to poll it.
@@stevethepocket cemuhook.sshnuke.net/padudpserver.html
There are patches available for ScpTookit to enable sixaxis gyro support.