I purchased a PS5 controller just to use Gyro aiming. For now I am using the Ds4windows since 2 days or so, but stick flick is insanely hard to use with like repositioning the controller. Am I doing something wrong or is it just the need of getting used to it ?
I haven't seen anybody mention this here yet, so I want to bring attention to it.
Gamenative is an Android app that emulates your Steam (and other launchers, like GOG & Epic) library, with cloud save support. It's not 100% compatibility with all games, but it's been quickly growing that compatibility list over the past year and has gained a lot of traction within the Android community for letting you play Steam games on smaller and lighter ARM devices than the Steam Deck. Steam games on your Android phone is an obvious example, but this has been a popular topic in high end Android gaming handhelds like the AYN Thor and AYN Odin 3.
The most relevant news to this subreddit is that the latest v1.3.0 update added gyro support. It doesn't have real world sensitivity (and this no flick stick) at the moment, but it does have vertical sensitivity sliders, 3DOF options, activation type, deadzone, etc. I gave it a go yesterday with Half-Life 2 on my phone, and it's... decent? Leagues better than touch input only, at least.
I'm planning on trying this out more with a telescopic controller (but still relying on the phone's IMU) on other older FPSs. But this was part of my wishlist for any PC emulation on Android, and it's nice to see progress on this front for ARM devices.
Hi, I would like to react to the recent post about the new subreddit rule and more importantly to the topic of using aim assist as help with gyro aim.
I am not saying that it is the sole reason, but one of the reasons, I could see, a person feels the need to use aim assist with gyro is due to not knowing how to setup gyro properly.
Personally, one of the things, I see lack of in discussions, is how to setup the gyro properly so it feels stable and comfortable to use.
When somebody first sets up the gyro, it is likely without any deadzones, dampening, reduced vertical sensitivity, acceleration, etc. and it can be really daunting not to mention invisible for a person to setup.
In mouse aim world, we all take cloth mouse pads for granted, but they play so crucial role in making the mouse aim feel comfortable and pleasant to use. Even default mouse acceleration in Windows settings fills the similar role and after turning it off, I am sure everybody felt the need to lower the sensitivity for smaller movements.
And to me, having gyro without these settings is like using mouse on a fast glass pad. I am sure that everybody who tried to use glass pad or simply use mouse on any hard and fast surface, can confirm that it takes a lot of adjustments and it definitely doesn't feel comfortable to use at first and makes a person seek some additional help or movement methods how to compensate for that.
People here learnt to give a good advice on how to start with gyro, which games to train in, how to do initial setup, so it doesn't feel overwhelming at first, but I think the info about how to make gyro stable should be integral part of this initial advice, even moreso than stuff like large movement methods imo.
I realize this can be complicated to explain and depends on persons sw and hw of choice, it is also largely developer responsibility in some cases. But even with that, I firmly believe it absolutely has to be included in conversations and advices right from the start as part of initial information that new gyro user has to be aware of.
There's been an increase of Gyro as a joystick within a player vs. player (PvP) environment, primarily used to leverage the game's Aim Assist systems, where it was originally intended for Joystick. Over the years, we've seen major multiplayer shooters on the market have been aggressively tuning their Aim Assist to the point that many frictions have occurred, to the point that general gaming community sentiment points to "Aimbot". This is also in combination with abusing Recoil Control.
Naturally, Players may intentionally use Gyro as a joystick source to "game the system".
Rule #3: Respect Game Developer standards of Fairness:
Please avoid encouraging others to break the game developer's competitive integrity rules. Such as by adding aim assist to gyro controls in competitive Player vs. Player (PvP) games that doesn't enable aim assist with mice or with motion controls. Instead, we encourage game developers to avoid Aim Assist, see this developer thread for more details
This rule is not a limit on discussions about fairness, personal preferences, or accessibility.
Do note: this rule exclusively applies to Multiplayer's Player vs. Player environment; it won't apply to Player vs. Environment or Single-Player games.
r/GyroGaming's objective is to spread the love and joy of motion sensors for Camera, Gestures, and Pointers/Cursors functions. we also encourage developers to implement gyro controls (and mixed input) to their games, increasing motion sensor adoption in commercial games. Gyroscope being associated with cheating will negatively affect gyro adoption and may deter developers from not implementing it. Doing that will destroy Gyro Gaming's reputation as it did with reWASD and DS4Windows (in fact: it almost happened to Gyroscope Aiming in February 2022, within the same timeframe as Fortnite reintroducing Gyro Aiming support).
While we acknowledge the importance of Gyro as a Joystick within the context of games that do not allow you to combine Gamepad with Mouse, we do not support Gyroscope being used as a cheating device, and we don't want to be associated with that group.
THIS LAYOUT WORKS WITH EVERY CONTROLLER AND INCLUDES STEAM CONTROLLER EXCLUSIVE FEATURES.
In-Game Requirement:
Mouse Sensitivity: 0,24
Aim Assist: 0
On controller bindings, set "Special Ability" to "B" instead of "R3"
Controls:
R3/Right trackpad click: Gyro pause
Start: Toggle menu action set.
---Extra Features---
Right Trackpad: Camera
HOW TO USE: Copy and paste the link into your browser or click on the controller icon next to the game on Steam, click on the name of the layout, hover over the "Community Layouts" tab, and press the "Show All Layouts" button (West Face Button), then manually search for the config that matches the name listed below.
Boltgun 2 - Gyro + Joystick by FSV: steam://controllerconfig/2924193748/3820853287
Boltgun 2 - Flickstick by FSV: steam://controllerconfig/2924193748/3820848493
Gyro: uses the motion sensor of a DualSense, DualShock 4 or Switch Pro controller. Camera adds the controller's turning to the look; Flashlight aims the flashlight apart from the view and brings it back to the middle when the pad rests or [Left Stick Click] is pressed. A sensitivity row scales it. Tested only with virtual controllers so far.
On steam you have a handy global set option so that you can have a seperate config for when cursor is shown on screen. Really useful for high gyro in game sens but want lower sens for menu navigation with needing to sacrifice a button to switch.
It's been a while since I last did a GyroGaming subreddit update. You might've noticed that there's been some stealth updates on this subreddit lately, obviously the Community Pinned now features Developer repositories
Let's start with the boring stuff first:
New post flair - Community Mods
This year, we've seen a rise of mods that specifically focus on Gyroscope (GyroLib, GyroUE) or Mixed Input-specific fixes, and with the rise of Mods that leverage Large Language Model (LLM); we're expecting to see future mods that focus on Controller-specific features.
On the Hardware side, communities have made several mods for their controllers that let them use the gyroscope in a more efficient way. The most popular controller mod is the conductive tape mod. (which led to Steam Controller 2026's Gripsense feature).
To reflect that: we're introducing two new Post Flairs
Game Mod
Hardware Mod
those two post flairs serves two different purposes, keep that in mind. Do note: please keep it on-topic with Motion Sensors!
New User Flair - DualSense Edge and Nintendo Switch 2
I can't believe I forgot to update that!!!
New Post Flairs for DualSense Edge and Nintendo Switch 2 families of controllers have been added. Of course, users can edit the flare if they want.
While the new rule hasn't been rolled out yet, some of the improvements will be backported over to the current rules while retrofitting an existing "Off-topic removal" response into a proper rule: Rule #6: Keep Posts On-topic
As r/GyroGaming is focused around Motion Sensor usage in Gaming, posts must relate to gyro gaming or motion controls more broadly.
If the thread isn't explicitly about motion sensors (Gyroscope), such as controllers that are unconfirmed to have Motion Sensors, or is confirmed to not have one, consider posting in another community instead.
You might've noticed a new link redirect on the right side (or on the Wiki homepage for those on Old Reddit, btw you folks got a minor QoL improvement!), that's right!
We now have a dedicated game list that tracks Commercial Games, Sourceports and Mods.
Unlike our current Steam Curator page, this one covers games across all known platforms of choice and will be far more actively updated over time. Currently, there isn't a user submission list yet, but more games will be added overtime. Click this text if you want to see the list
Trying to get gyro aiming working on PC without a stack of middleware. On the Switch side it just works. On PC it seems to come down entirely to whether the pad reports gyro in a way Steam recognizes and if it doesn't you're into third party tools and per game configs.
I'd rather buy the pad that works than fight the software. So which ones report gyro natively to Steam Input, and is there a pattern, or is it brand by brand and firmware by firmware?
Also happy to be told this is a solved problem now and i'm working from old information.
Hey all, currently getting ready for my next handheld purchase, and after owning most of the Valve, Z1E and Z2E options (plus an 8 ai+), I'm now looking at the Intel G3 options. Gyro is a must for me, both emulating stick smoothly for those games that won't do mouse gyro, and good software implementation (SteamOS and ROG Armoury Crate). The MSI I tried was useless, as were the Windows variants of the LeGo S and LeGo 2 (SteamOS fixed that issue), a few players I'm eyeing off like the Acer Atlas 8 and the Onexplayer 3, but both are seemingly difficult to get any gyro information, online reviewers just constantly miss this feature. Any reviews from owners out there?
I play Space Marine 2 only in offline mode and wanted to have native gamepad experience (rumble + on-screen buttons glyphs), but I also wanted to use gyro.
I created a mod (thanks Claude), that fixes the issue with mouse movement stuttering when using gamepad.
I recently switched from using the Armor X on my Xbox controller to the Nacon Revolution X Unlimited, and so far, I'm pretty disappointed with the gyro experience.
With the Armor X, gyro aiming felt much more natural and intuitive. The movement of the controller translated smoothly into movement in the game, and it was really easy to get used to.
With the Nacon, it's been a completely different experience. The gyro feels extremely slow, and I have to move the controller way too much to get the same movement on screen. It just doesn't feel natural, and I'm struggling to get comfortable with it.
I've tried it in games like Fortnite, Gears, and others, and the experience has been pretty much the same across all of them.
Has anyone else experienced this with the Revolution X Unlimited? Am I missing something in the settings, or is the gyro implementation just not as good as the Armor X?
I'd really appreciate any tips or settings recommendations from people who have managed to get the gyro working well.
You set up Steam Input, gyro as mouse for aiming, right trackpad as stick for turning. Then the game sees a mouse AND a gamepad at once and has a full identity crisis. Prompts flip between Xbox and keyboard 40 times a second, the camera stutters, or it just simply does not work and you’re on the couch sitting in awe that motherf****er games don't support basic mixed input.
And yeah, I know I could have mapped everything to keyboard and mouse in Steam Input. I tried that. Then the game keeps saying “press Space” or “press F” and I’m sitting there going “ok, which button did I put Space on again?” I don’t want to memorize my own keybinds. I want to see the actual gamepad buttons on screen and just play.
So I did the reasonable thing and spent some time arguing with DLLs (thanks Claude) instead of just playing.
Anyways, I have an easy system now how to do this. I only play single player games, so I don't care about anti-cheat at all.
I just wanted to share with others if they too have Steam Controller 2 and wanna enjoy some gyro gaming.
Halo: The Master Chief Collection
Gyro becomes real mouse-look, the game stays in controller mode, and you get proper gamepad prompts. The stick still takes over for big turns, and F10 toggles the mod. Campaign/offline only, since it needs “Play without Anti-Cheat.” So no, it won’t save you in ranked.
Call of Juarez: Gunslinger
Gyro and stick work together, no stutter. The game thinks you’re just a gamepad player with suspiciously good aim.
Prototype 2
Full gamepad support added and mixed input
Space Marine 2
Full gamepad support added and mixed input. No gyro stuttering
Hitman 3
Finally full gamepad support with mixed input
All are free, unzip + install.bat, done. Only tested on Windows so far. Steam Deck/Linux might work, but I haven’t tried it.
This is basically my hobby now. Every time I want to play something with gyro and it refuses to mix inputs, I’ll probably end up fixing it, so more of these are coming. Got a game that drives you nuts the same way? Tell me. If I want to play it too, it might be next. My free time is already gone anyway.
Alguém tem uma configuração já pronta na steam para o dualsense edge para jogos que não suportam entrada mista nem controle, pra FPS/TPS, jogos de tiros no geral, a grande maioria compartilha do mesmos botões. Se alguém tiver e poder compartilhar o código, agradeço
Just a quick, casual clip of myself tracking down some minion ashworms from Ruin’s saddle and shooting them effortlessly and accurately with Mercy (pistols name) in Darksiders Warmastered Edition.
This isn't too serious or complicated. I'm simply appreciating how smooth, fluid and accurate gyro feels for staying on top of multiple targets and taking them down effectively. Even in single player hack n slash games where aiming is involved. I thought this was a good example of how gyro aiming is just beneficial in general across gaming as a whole when the feature is implemented correctly. Cheers!
[This was played and captured on my Valve Steam Deck.]
I recently switched from using the Armor X on my Xbox controller to the Nacon Revolution X Unlimited, and so far, I'm pretty disappointed with the gyro experience.
With the Armor X, gyro aiming felt much more natural and intuitive. The movement of the controller translated smoothly into movement in the game, and it was really easy to get used to.
With the Nacon, it's been a completely different experience. The gyro feels extremely slow, and I have to move the controller way too much to get the same movement on screen. It just doesn't feel natural, and I'm struggling to get comfortable with it.
I've tried it in games like Fortnite, Gears, and others, and the experience has been pretty much the same across all of them.
Has anyone else experienced this with the Revolution X Unlimited? Am I missing something in the settings, or is the gyro implementation just not as good as the Armor X?
I'd really appreciate any tips or settings recommendations from people who have managed to get the gyro working well.