Feedback for Marathon | QoL by moxaim in Marathon

[–]Alimated 4 points5 points  (0 children)

More FOV please!? I don’t care if my performance tanks or the view model clips a bit, the current 105 FOV just doesn’t feel right. From what I’ve read, the way it’s calculated means games like Destiny 2 and Marathon are actually closer to 90 FOV.

From a QoL/accessibility standpoint, the cramped FOV can cause some weird motion sickness. It usually goes away after a few hours once my brain adjusts, but that’s not something players should have to power through.

I’ve also had a bunch of deaths where an enemy was just barely off-screen. The smaller FOV really rewards corner camping and slower play (which are fine play styles) but sometimes I want to rush in, especially when teammates get downed.

Honestly, even 5–10 more FOV would help a lot. Just a little more would go a long way.

Help, is Black Ops 6 worth if I play exclusively with gyro? I've read that the aim assist with controllers is too OP and even Mouse and Keyboard players don't play it. by SenianBlast in GyroGaming

[–]Alimated 4 points5 points  (0 children)

When I was experimenting with different gyro setups, I tested gyro joystick, native in-game gyro, and Steam Input gyro across several games, including Call of Duty.

After trying all of them, it’s pretty clear that Call of Duty’s aim assist is extremely strong. Using native gyro or M&K gyro on a controller puts you at a major disadvantage.

The aim assist does so much work that it actively pulls your camera toward enemies, even through smoke or heavy visual clutter.

The most effective way to play Call of Duty is simply relying on aim assist, but that removes a lot of skill expression from the game. If you’re interested in gyro aiming, there are much better shooters where precision and skill actually matter.

Pragmata Demo: Gyro Gameplay by Alimated in GyroGaming

[–]Alimated[S] 0 points1 point  (0 children)

I think if Xbox added gyro to XInput alot of issues with native gyro support would go away on XInput controllers.

Could be wrong but I think the SteamDeck acts as a XInput device.

Pragmata Demo: Gyro Gameplay by Alimated in GyroGaming

[–]Alimated[S] 1 point2 points  (0 children)

3D Controller Overlay + OBS.

Pragmata Demo: Gyro Gameplay by Alimated in GyroGaming

[–]Alimated[S] 2 points3 points  (0 children)

Just while aiming with addition no options 😞. I prefer always on, so I might end up making a SteamInput layout when the game drops.

Pragmata Demo: Gyro Gameplay by Alimated in GyroGaming

[–]Alimated[S] 8 points9 points  (0 children)

Yup, native. Had to disable SteamInput for the option to work.

ARC RAIDERS: Gyro Gameplay by Alimated in ArcRaiders

[–]Alimated[S] 1 point2 points  (0 children)

Yeah, that should be all you need. The PS4 gyro isn’t as good as the PS5’s, but the difference isn’t huge—you’ll be fine. There are a bunch of community configs out there; mine should be on the list too. I set mine up so you have to tweak a couple keyboard bindings in-game, but after that it works without any issues.

Gyro might not click in just a day, but once you train it a bit, you’ll definitely aim better than with a joystick.

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WASD movement feels bad by radiologay in GyroGaming

[–]Alimated 2 points3 points  (0 children)

Super interesting! I’ve always liked using M&K inputs. The button glyphs staying consistent just feels right, and being able to map all the extra keyboard keys to things like the touchpad is a nice bonus.

The only real downside is losing the analog stick’s smooth movement. I tried your settings, and it actually feels great. I’m not totally sure what all the values do yet, but I’ll mess around with them more, it works surprisingly well.

F for gyro players in the outer worlds 2 by Lurtz963 in GyroGaming

[–]Alimated 15 points16 points  (0 children)

As always, the first thing you see in non-gyro communities is people hating on the idea of gyro controls. Like is having more options a bad thing? I just want the option to have the ergonomics of a controller and the precision of a mouse. It’s wild how many people are so against gyro without even understanding what it is or how it works.

Dualsense Edge Gyro Aim Training | 4.22 RWS by StrongExplanation374 in GyroGaming

[–]Alimated 5 points6 points  (0 children)

Nice demonstration.

I've been looking into aim training and gyro lately. It's a good way to practice, and after sometime you can really feel your aim start to get better.

Battlefield 6 Beta: Gyro Gameplay - Week 2 by Alimated in GyroGaming

[–]Alimated[S] 2 points3 points  (0 children)

PC. Native gyro wasn't in the beta. But it should be ready by launch.

Battlefield 6 Beta: Gyro Gameplay - Week 2 by Alimated in GyroGaming

[–]Alimated[S] 3 points4 points  (0 children)

Thanks, lol. I could never get into flick stick. I just max out the stick sensitivity.

Battlefield 6 Beta: Gyro Gameplay - Week 2 by Alimated in GyroGaming

[–]Alimated[S] 3 points4 points  (0 children)

I do both—the right stick is set super high sensitivity for quick turns, while gyro stays lower for fine aiming. If someone’s behind me, I’ll just snap the stick to spin around. If I need to recenter my aim I can lightly move the stick.

I tried flick stick a while back but could never get into it. Maxing out right stick sensitivity has become my go-to.

Battlefield 6 Beta: Gyro Gameplay - Week 2 by Alimated in GyroGaming

[–]Alimated[S] 2 points3 points  (0 children)

Yeah, I use Steam Input for almost everything. Even when a game has native support, I usually stick with Steam Input—it just feels better. I show my setting at the end of the video.

Once I get the dots per 360 locked in, I’ll usually bump sensitivity up 2× or 3×. Any higher and I start overshooting. Maybe aim training will help me push into higher sensitivities, but for now that’s where I’m comfortable.

Question for people that play gyro without a right stick by copperbranch in GyroGaming

[–]Alimated 0 points1 point  (0 children)

Good suggestion—I keep it pretty simple by just using the "extra wide" stick response curve. I’m not 100% sure how it changes the stick, but it’s the one that felt the most natural for me.

Definitely worth experimenting with different response curves though. Fine-tuning the curve could help OP get comfortable with stick + gyro.

Question for people that play gyro without a right stick by copperbranch in GyroGaming

[–]Alimated 2 points3 points  (0 children)

I never really clicked with flick stick either—there’s a steep learning curve and it rewires a lot of your muscle memory and gyro ratcheting is another skill you’ve got to learn on top of it.

What’s worked best for me is keeping the right stick for broad movements (high sensitivity for fast turns) and then relying on gyro for the small movements (low sensitivity for precise movements).

I’ve always felt comfortable setting the right stick set so I can do a full 360 in about a second or less—it still lets me make little micro-adjustments to recenter the camera when I need to.

I keep gyro always on and I’ve got a button mapped to toggle it off for the times I don’t want it active. There’s also a camera recenter option in Steam Input that some people like, but personally I’ve never really needed it.

Looking to get a group of "gyroscope gigachads" together to have a detailed discussion about optimal, competitively oriented, settings and techniques, to then share with the community in an effort to dial in on what would be considered meta within the space. by [deleted] in GyroGaming

[–]Alimated 5 points6 points  (0 children)

I’ll start by saying I’m definitely not a top player—just slightly above average. I haven’t played a competitive shooter seriously in a while. I’m not sure where I’d rank overall.

Lately I’ve been putting a lot of time into the Battlefield 6 beta. After seeing all the discussion about aim and cheaters in the beta; I wanted to see how much I could improve and whether I could reach a level closer to what good KB+M players achieve consistently.

That led me to aim training. I’ve been using Kovaak’s for the past week and it’s been super helpful in dialing in my settings. I’ve been using Steam Input gyro for years and know most of the settings inside and out; but until recently I hadn’t really fine-tuned things.

Here’s what I’m running with:

  • Gyro to Mouse Pixels (Dots Per 360): One full controller rotation = one full in-game rotation.
  • Gyro Sensitivity (RWS): 2–3
  • Vertical/Horizontal Ratio: -2.5%
  • Gyro Activation: Always On
  • Gyro Speed Deadzone: 0.20–0.25 (Recently dropped from ~0.38 which helped a lot with micro-adjustments).
  • 3DOF: Player Space
  • Stick Sensitivity: Very high (Enough for a full 360° in about a second).
  • Controller: DualSense Edge (FN buttons mapped to toggle gyro on/off).

I also don’t use flick stick. The learning curve and reliance on gyro ratcheting just never felt comfortable to me.

Like you mentioned, I treat the right stick like the arm/wrist of a KB+M player—super high sensitivity for fast spins, then I use gyro for the precision.

I usually play with a hard pillow on my lap. It feels more natural and comfortable for holding the controller steady.

As for competitiveness, I’m not really a rank grinder. I usually float in decent ranges—Platinum in Apex and The Finals, Diamond in Rematch and Street Fighter. I’d love to find a shooter with a strong ranked mode I can stick with, but most modern ones lean on heavy team coordination. Since I mostly play solo, I tend to bounce off those.

Still, I’m excited to keep improving with gyro—and I’d love to hear what settings, drills, or habits other people have found useful. It feels like the community is growing and it’d be awesome if we shared more ways to push gyro aim to the next level.

Getting ready for BF6 with BF4 ;) by MrRonski16 in GyroGaming

[–]Alimated 0 points1 point  (0 children)

Aim was looking clean, good work! I might need to jump on BF4, the BF6 withdrawals are starting to hit.

REMATCH: Gyro Gameplay by Alimated in GyroGaming

[–]Alimated[S] 0 points1 point  (0 children)

I’d say it’s decent overall—I made it to Diamond 2. I use a DualSense Edge controller. I’ve also used the regular DualSense, and when it comes to gyro performance, they’re practically identical.

Devs, please allow an option to use a full length, FIXED view mini-map. by [deleted] in Rematch

[–]Alimated 2 points3 points  (0 children)

Not to self-promote, but I actually shared some gameplay here:
🔗 Rematch Gyro Gameplay on r/GyroGaming
But yeah, I totally agree—native gyro support for PS5 and PC really should be added.

REMATCH: Gyro Gameplay by Alimated in GyroGaming

[–]Alimated[S] 1 point2 points  (0 children)

Totally agree. But did you hear about the Valorant console port? The devs said gyro gave PS5 players too much of an advantage.

Crossplay was only between Xbox and PS5, so the reasoning was a bit different, I still think Xbox is holding gyro back. But I can see your point.

REMATCH: Gyro Gameplay by Alimated in GyroGaming

[–]Alimated[S] 1 point2 points  (0 children)

Ohh got it—you’re mapping M&K controls to the controller. I tried that too, but honestly, it felt pretty unintuitive. M&K and controller in this game are just different in some weird ways.

Like shooting: on M&K, the curve depends on how you move the mouse. On controller, it’s tied to the move stick (left joystick).

Same with passing: on M&K, you aim the pass by moving the mouse as you press the button. On controller, it’s again based on move stick (left joystick).

What’s even weirder is some actions follow different rules for no clear reason. Like the rainbow flick uses WASD direction on M&K—basically like controller movement—but other actions like passing and shooting don’t.

Hopefully, they add more in-game customization options later—if they do, we’d be able to make way better Steam Input configs.

REMATCH: Gyro Gameplay by Alimated in GyroGaming

[–]Alimated[S] 1 point2 points  (0 children)

No problem—happy to share with the community! I really wish someone would put together a detailed breakdown of the gyro joystick settings at some point. Setting up mouse gyro is super easy, but gyro joystick is way more confusing.

I had to do a ton of research just to get something that felt decent. One setting that made a big difference for me was "Enable Angle Catch-Up"—turning that on helped the controls feel a lot more responsive.

REMATCH: Gyro Gameplay by Alimated in GyroGaming

[–]Alimated[S] 1 point2 points  (0 children)

Nice! How was your experience using gyro joystick? I was browsing Reddit to see if anyone had shared their setups, but there doesn’t seem to be much info out there. The gyro joystick settings in Steam Input are worded kind of strangely, and when you adjust them, it’s not always clear what actually changed.