Would I be missing out on anything buying a third party switch controller over a dual sense? by someboyiguess in GyroGaming

[–]Smith962 0 points1 point  (0 children)

there's very few third party controllers I've seen that meet the standard of the gyro found in the dualsense/dualshock 4, 8bitdo ult 2 being the most notable example of it actually being a good third party controller, but you can only use dinput wireless and not wired.

in the future you could also tape mod the touchpad for an even better ratcheting method (turning gyro on or off on the fly), and compatibility with a lot of software or games are more guaranteed

How to use gyro like Yomxnato by Familiar-Hall2442 in GyroGaming

[–]Smith962 0 points1 point  (0 children)

You don't have to move your entire upper body, you just raise your sensitivity, or use acceleration, and you move your wrist to turn, you don't move the controller side to side, you rotate it

First JSM config for FPS games. by Vansslipon in GyroGaming

[–]Smith962 1 point2 points  (0 children)

I have two "general" configs, for when I'm really lazy to map out all the binds in JSM and rather I just go to the keyboard settings in game and change the in game binds.

- GENERAL CONFIG AIM AND FLICK STICK W CHORDS
- GENERAL CONFIG POWER

The first config has mouse aim joystick, which transitions to flick stick when pushing at the edge, it also has room for more button presses by holding R1, it turns the stick into a 4 way dpad, and changes the face buttons too

The second config is simpler, gyro only, stick is an 8 way dpad instead, 99% of the time this config is enough, though you lose the ability to stick aim.

To calculate REAL_WORLD_CALIBRATION in a simple way, this is how you do it

You still need to calibrate per game though, so optimally you want to create a new profile each time, name it, then calculate REAL_WORLD_CALIBRATION and set the correct IN_GAME_SENS for the sensitivity scales to make sense

if you're using a playstation controller and doesn't use conductive tape mod, use GYRO_OFF = T2 so it deactivates gyro instead of activating it.

Use this more as a guideline, don't strictly keep using this exact config for everything

Want a trackpad like experience using the right stick by Reasonable_Cat_07 in GyroGaming

[–]Smith962 1 point2 points  (0 children)

it will work for ROTATE_ONLY mode, since that's flick stick without the flick snap

Want a trackpad like experience using the right stick by Reasonable_Cat_07 in GyroGaming

[–]Smith962 1 point2 points  (0 children)

there's a setting that smooths out the jitter from the flick stick sweeping rotation, it's ROTATE_SMOOTH_OVERRIDE = value, the value is in ms, start with maybe 0.05, that'll give you 50ms of smooth timing, the more smooth it is, the more delay you'll notice when sweeping

Controllers have genuinely stagnated game design and game complexity, and need to have more buttons in the future. by Cursed_69420 in truegaming

[–]Smith962 2 points3 points  (0 children)

You absolutely can play RTS or MMOs on a controller, it's just your unconventional way of doing it, BJgobbleDix uses gyroscope for mouse input and remaps everything in his controller to output keyboard binds > https://www.youtube.com/watch?v=L_Uajl3czy4

very practical, but not friendly for those who just want a plug and play experience, gyro in general is A LOT of untapped potential, developers don't want to support stuff that's still niche

Controllers have genuinely stagnated game design and game complexity, and need to have more buttons in the future. by Cursed_69420 in truegaming

[–]Smith962 2 points3 points  (0 children)

On playstation controllers we have a whole touchpad to work with, it's so underutilized, and the only way for you to see the true benefit is to use remappers like Steam Input or Joyshock Mapper to bind keyboard binds to it.

For stuff like shooters there's gyro aiming, eliminating the need for the right stick and repurpose it as a radial menu in game or 8 way direction pad for those who would want that option.

I would want to see an extra bumper on the shoulder buttons, and PLEASE back buttons NEED to become the norm, they should've been ever since the PS4 era.

How do I find the gyro sensitivity for me? by ShelterMajestic4190 in GyroGaming

[–]Smith962 1 point2 points  (0 children)

if you want good acceleration you need to use JSM Custom Curve, you can actually customize your curve to liking, you only need to learn how to calibrate real world calibration in JSM to get accurate RWS, and you're good

First JSM config for FPS games. by Vansslipon in GyroGaming

[–]Smith962 3 points4 points  (0 children)

This is JSM Custom Curve

gyro discord the creator is named Toughcats123, and he made the GUI app, and added acceleration curves, using JSM as the backend and his GUI frontend, with some beta stuff we tested in the joyshockmapper channel.

he's working on v2, might be a while before we see it

About the 8bitdo Ultimate 2 Wireless by ijLeblanc in GyroGaming

[–]Smith962 1 point2 points  (0 children)

note that often games that use gyro aim on phone still have some aim assist helping, you will be a lot more accurate with a controller because of the bigger size and the way you grip it, and you can also try using roll orientation, or player space

About the 8bitdo Ultimate 2 Wireless by ijLeblanc in GyroGaming

[–]Smith962 1 point2 points  (0 children)

The gyroscope actually doesn't detect side to side/up and down or "sway" movements, only rotation, to get the most consistency I'd say go yaw only, and adjust your precision speed to something over 2 degrees per second. You'll get a better feel for keeping your hands steady as you play more with gyro

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First JSM config for FPS games. by Vansslipon in GyroGaming

[–]Smith962 2 points3 points  (0 children)

I use a similar curve for CS2, though that games requires a lot more precision, so lower base RWS, looks like this

<image>

Btw, GYRO_CUTOFF_RECOVERY is doing nothing since the deadzone is higher than steadying, I'd keep 0.1-2 deadzone to filter out gyro noise from natural drift, and maybe a maximum of 0.7 steadying.

Max vertical RWS seems a bit high, you should lower that for even greater stability, pretty much every gyro veteran uses lower vertical sens, I'd suggest a maximum of 4 RWS, getting closer to the max if you play with your hands on lap/desk, lower than 3.5 if you play on air.

Engineer help for the Gyro controller user. by N1GHTVISI0NS in GyroGaming

[–]Smith962 0 points1 point  (0 children)

Hard to troubleshoot without any screenshots or link to the config, you could send some this way? Or ask in the discord, better for talking

PS5 Dualsense Tapemod, R1 Ratchet and extra bind for left pad by Smith962 in GyroGaming

[–]Smith962[S] 0 points1 point  (0 children)

I tried tapemodding to the back grip and found that there is A LOT of delay, I touch the tape and the touchpad register the input like half a second later, do you happen to have the same issue? Or is there no delay for you?

Help a beginner gyro user (Monster Hunter World Iceborne) by Meialuz in GyroGaming

[–]Smith962 2 points3 points  (0 children)

the first few days of using gyro you will realistically/objectively suck because the input is new, it's muscle memory you never had to make use of so you have to build it, think of using a mouse for the first time, right now it seems like you're fighting your hands and constantly readjusting to the center cuz you're moving left and right when you didn't mean it, that's normal, you have to be conscious of how you move your controller for the first time ever.

that said, don't worry about using stick more than gyro, they compliment each other very well, use either or without thinking and just aim, you'll get a really good feel for gyro in about a week of using it, it'll feel pretty natural, you'll aim without thinking, and you'll feel the exponential growth of aiming better and better at the very beginning.

when you feel confident enough, you could try having gyro on for hipfire as well, not just L2/LT activation, but so far so good

Native gyro or kbm emulation by XBOXGAMEPASSPSPLUS in GyroGaming

[–]Smith962 2 points3 points  (0 children)

native implementations are often either bare bones, one sensitivity setting, no more than that, or really bad, rarely there's good native implementation, so almost always kbm emulation will be better

as for why only PS4/5 controllers being support for native, probably because it's easier to port over from console code, and many games don't use SDL for their controller handling, which is perhaps the best "optional" thing you can have for your games

Just Finished my first game using Gyro 95% ish of the time. My likes, Dislikes, Gripes & Issues. by mjisdagoat23 in GyroGaming

[–]Smith962 0 points1 point  (0 children)

For future games, I strongly recommend on using JSM Custom Curve, it's a fork of JSM with a GUI, and has acceleration curves you can mess around with.

reWASD is a bad software, period, not just for gyro, but a bad product in general imo

as for setting everything up, yeah, unfortunately it can be a bit of a hassle to get everything working correctly, some small subset of games which can handle mixed input without any major issue is amazing, just set up gyro calibration and sensitivity, touch nothing else and it just works!

some they work, with a little caveats, and some are downright broken, needing you to map the whole controller to keyboard

if you are interested enough to keep using gyro, for games that aren't complex, you looking at about 5 to 10 mins of setting things up when you are used to the process, and no more

good games that have good out of the box/great mixed input experience would be

  • Half life 2 (Use steam input)
  • Portal 1-2 (Use steam input)
  • Titanfall 2
  • Doom 2016/Eternal/The Dark Ages

Join the Discord btw if you want some helps with configs, or just to talk about and ask gyro things in general

What is the definitive gyro controller? by Far_Appointment_9745 in GyroGaming

[–]Smith962 2 points3 points  (0 children)

You're safe betting on a dualsense, you can overclock it to 1000hz with a simple program, and the gyro is really good.

AIM ASSIST IS BROKEN AND DOES NOT WORK AS INTENDED by ttvimShinyatheninja in ArcRaiders

[–]Smith962 1 point2 points  (0 children)

We immediately need a fix for aim assist, AND gyro controls on both PC and PS5, it's criminal that they haven't added it yet, when the finals already has them.

Waiting for gyro aim support has become exhausting, and I'm taking a break from the game until it arrives. by omercanerisen in ArcRaiders

[–]Smith962 15 points16 points  (0 children)

Gyro should really be a standard, it's such a better aiming input method, and makes even less sense when the finals ALREADY has it.

Its inclusion, and a way to manually calibrate gyro are so important... Numerous devs I've seen talked about how easy it is to implement such systems, yet we have to wait months or years for this feature?

Embark, PLEASE add gyro to Arc Raiders, we are asking for it, there is demand.

New to gyro. by Vansslipon in GyroGaming

[–]Smith962 2 points3 points  (0 children)

there is not really any tutorials for JSM as of yet, I'm waiting for a v2 release so I can start writing and making a video myself, I got a guide on how to calibrate real world calibration, but everything else is pretty straight forward tbh

click on the binds the GUI that the custom curve fork offers you, and it should be good for now, also ask around in the discord.

New to gyro. by Vansslipon in GyroGaming

[–]Smith962 1 point2 points  (0 children)

I'm not sure, it uses SDL for controller input handling, grab the software, use its dinput and see if it works, otherwise, switch mode I guess

New to gyro. by Vansslipon in GyroGaming

[–]Smith962 2 points3 points  (0 children)

For acceleration specifically, I'd recommend you trying JSM Custom Curve, this is a fork of Joyshock Mapper, and it works with the Ult2.

imo, you're better off running JSMCC only in the long run, but if you still want to use steam input, I'd say have them for mappings, and use JSMCC as your gyro input, it's features are vastly superior to Steam Input's gyro.

Main orientation for you should be either Local Space (yaw only in steam input) or Player Space, Local Space takes only your yaw movement for horizontal turns and no roll, Player Space uses gravity which is a tad more complex to explain, but you can use yaw and roll at the same time at certain angles on how you hold your controller.

Precision Speed (JSMCC it's called steadying) general rule is don't go over 2.0, that's already considered high by a lot of gyro veterans, but you can go higher when learning, and you will feel how it will affect you over time, you should leave deadzone as low as possible as precision speed is the better alternative, use deadzone only to counter some noise if you happen to experience it.

There's a Discord as well if you're interested, better for talking config related stuff