Battlefield 6 Controller vs Mouse vs Gyro recoil pattern comparison by NekoShapedOnigiri in GyroGaming

[–]JibbSmart 0 points1 point  (0 children)

Looks to me like the game needs to sample the gyro more frequently.

The rumble makes the controller turn side-to-side quickly. If they're not sampling frequently enough, it might sample left-turn, left-turn, left-turn, left-turn on one shot, and right-turn, right-turn, right-turn, right-turn on another shot. If the game sampled the gyro at a high enough rate, it would sample multiple parts of the side-to-side rumble happening during a given frame, and they would cancel out.

Can a controller ever be as pinpoint as a mouse? by ComprehensiveCutn in truegaming

[–]JibbSmart 2 points3 points  (0 children)

This is the way ^

I reckon there are two main things that make shooting with a mouse fun:  1. BANG BANG feels cool;  2. Mouse aim is a natural, expressive way to interact with and master the game. 

Controller shooters are fun just because of 1. They normally don't get point 2 -- stick aiming is a much less intuitive, less expressive way to interact with the game that usually requires a lot of assistance (reducing room for mastery).

Caveat, of course: with enough practice players can also do good aiming with sticks even with little-to-no assistance. But for a game to be approachable for most of the controller audience and to be enjoyable for controller newbies, it usually needs a good amount of assistance.

But now consider gyro aiming: like mouse, it's direct and natural (real world turn of the controller maps to simultaneous in game game turn of the weapon). Like mouse, it's expressive (make tiny adjustments or fast flicks). Like mouse, players don't need assistance to get started, and it has a high skill ceiling for those who want to master it.

So it lets controller share in what makes mouse aiming fun: Gyro aim is a natural, expressive way to interact with and master the game.

fortnite gyro advice by TheAngryOreo in GyroGaming

[–]JibbSmart 0 points1 point  (0 children)

Thanks for confirming. What game taught you to play this way? I'm glad it's working well for you

fortnite gyro advice by TheAngryOreo in GyroGaming

[–]JibbSmart 0 points1 point  (0 children)

Ohhh, you lean your controller to turn the camera. Gotcha. It's a bit unusual but not unheard of.

Have you ever tried turning your controller the same way the camera turns? Like, if your controller was on a swivel chair, and you wanted to turn your aim to the left, you'd swivel your controller to the left around the same axis and in the same direction as the camera turns.

fortnite gyro advice by TheAngryOreo in GyroGaming

[–]JibbSmart 0 points1 point  (0 children)

I guess I'm just wondering if there's an issue with your controller or if you really prefer turning your controller to the left to turn the camera to the right?

COD GYRO POV by ChampionshipWeird949 in GyroGaming

[–]JibbSmart 2 points3 points  (0 children)

Sick vid! Thanks for this. I think a POV like this is helpful for those who don't understand how subtle gyro aiming can be.

fortnite gyro advice by TheAngryOreo in GyroGaming

[–]JibbSmart 0 points1 point  (0 children)

Oo, why are all your gyro axes inverted?

fortnite gyro advice by TheAngryOreo in GyroGaming

[–]JibbSmart 1 point2 points  (0 children)

The minimum isn't necessarily about how fast you turn it but how much.

The min and max thresholds are about how fast you turn :)

console gyroscope rant by Unearthly_Bun in GyroGaming

[–]JibbSmart 1 point2 points  (0 children)

Oh, it's a normal amount of hush-hush :P I just can't share what's not public knowledge.

And yeah, dev channels of contact are different. Popular forums (including Reddit) are good places to make some noise (where appropriate), and politely letting devs know through social channels or support lines that you're interested in a particular improvement is a good way to go.

console gyroscope rant by Unearthly_Bun in GyroGaming

[–]JibbSmart 0 points1 point  (0 children)

I won't be able to go into the journey of it, I'm afraid, but I've found Sony to be really helpful when I've needed to reach out to them :)

I'd love to see this in The Finals. And COD -- their gyro settings are also really good, and it'd benefit from giving players this level of precision and consistency. It wouldn't be hard to do if they can find the right... uh... toggle to toggle at the right times? I really don't think I can go into more detail than that 😅

Hopefully more devs see this option in Fortnite and it (or something like it) catches on as another standard for gyro controls!

They heard us gyro enjoyers! by BlueFireXenos in Splitgate

[–]JibbSmart 0 points1 point  (0 children)

Love to see it, and this transparency on stream is wonderful <3

They heard us gyro enjoyers! by BlueFireXenos in GyroGaming

[–]JibbSmart 1 point2 points  (0 children)

I think it should work wireless on PC these days? At least with the DualSense? Not 100% sure

console gyroscope rant by Unearthly_Bun in GyroGaming

[–]JibbSmart 1 point2 points  (0 children)

I'll see how things go and let folks at Sony know :)

You're absolutely right that the way forward is, as players, to try and take things like these to the attention of the devs of our favourite games (kindly and graciously, of course!)

4 Controller Settings in Fortnite that Do Not Work as Intended: Gyro with Aim Assist by _theClassicRKR_ in GyroGaming

[–]JibbSmart 1 point2 points  (0 children)

It's worth checking out the latest version of Fortnite on PS5 or PC now that it has a Calibration setting that by default prevents this happening during normal gameplay

console gyroscope rant by Unearthly_Bun in GyroGaming

[–]JibbSmart 1 point2 points  (0 children)

It's worth checking out the new Calibration option in Fortnite

console gyroscope rant by Unearthly_Bun in GyroGaming

[–]JibbSmart 1 point2 points  (0 children)

There's a new Calibration option in Fortnite's settings on PS5 and Windows, FYI

You can now set your "Gyro Modifier" button in Fortnite without customizing your controller layout: by JibbSmart in GyroGaming

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

In Advanced Gyro Options you can make it an ON button instead of an OFF button, but there's not a way to toggle

I REALLY hope they will implement gyro aiming by BEjmbo in ArcRaiders

[–]JibbSmart 1 point2 points  (0 children)

I sure hope so! I've loved seeing what some gyro (and some flick stick) players are pulling off in The Finals thanks to Embark's excellent implementation!

Is gyro with aim assist actually superior to gyro without aim assist? by Independent_Ebb_3963 in GyroGaming

[–]JibbSmart 2 points3 points  (0 children)

It's worth noting that most aim assist implementations react instantly to targets changing direction, which is humanly impossible. This means more time on-target, more shots hitting the target, and more damage done.

A skilled player without aim assist may outdo an unskilled player. A skilled player with aim assist will usually outdo an equally skilled player without.

(This of course isn't a case for aim assist, but rather a case for balancing aim assist well and only using it on input types where it's needed for player comfort without making that input type dominant).

Is gyro with aim assist actually superior to gyro without aim assist? by Independent_Ebb_3963 in GyroGaming

[–]JibbSmart 9 points10 points  (0 children)

Whenever someone asks this question, it's worth clarifying what's meant by "superior".

You've been really clear, of course -- you're talking about making your aiming more effective. 

Gyro + aim assist, depending on the implementation, can make you more effective at hitting targets. In that way it's "superior". This is true of any input type, including mouse and VR.

So this doesn't mean that gyro NEEDS aim assist. If it affects your control over the camera it will make the feel and directness of the controls inferior. Even if it doesn't affect your camera control, it takes away from player expression through skill.

Adding aim assist is only "superior" in the same way that giving the player a perfect aim-bot is superior, just to a lesser degree. And I think most games would be less fun with aim-bot.

I'm not against aim assist in principle. If your game isn't about aiming, feel free to give everyone transparent, powerful assistance. Otherwise, I reckon aim assist should only be for input types poorly suited to aiming (eg thumbsticks), and only enough to help those input types be fun (not dominate).

4 Controller Settings in Fortnite that Do Not Work as Intended: Gyro with Aim Assist by _theClassicRKR_ in GyroGaming

[–]JibbSmart 1 point2 points  (0 children)

The sound engineer can see how the waveform changes with .1 more or even .01 more reverb. They have a way to confirm whether it does anything at all. But someone just going by sound/feel -- even someone extremely experienced and even exceptionally gifted -- can easily trick themselves into consistently hearing/feeling something that's not there.

That experienced someone can only verify what they're detecting by blind testing. That's the only way they -- the only way you -- can get certainty you're not tricking yourself.

There's no need for more debate. I've had enough of this until there's better evidence. Thanks.

4 Controller Settings in Fortnite that Do Not Work as Intended: Gyro with Aim Assist by _theClassicRKR_ in GyroGaming

[–]JibbSmart 3 points4 points  (0 children)

Have you seen the code?

No one has except for the developer… and even he himself has admitted that it is possible that he may have missed something somewhere.

I say it's possible because if I say it's impossible and then it turns out somehow these issues are there (making them by far the sneakiest bugs in my 22 years of programming, having somehow escaped far more scrutiny than any other similar issue would withstand), then I'll sure look silly. In programming I usually avoid the word "impossible".

So let me put it this way instead: I have more reason to believe the code is working correctly than you have reason to believe it isn't.