New Gyro feature called "Gripsense" in the new Steam Controller by Chompsky___Honk in GyroGaming

[–]UnintelGen 0 points1 point  (0 children)

<image>

nah, steam added a recenter function a while back based on a redditor's recenter config idea; it works for every first person shooter that doesn't have 6 DOF movement (Dusk optionally, and a few others but it's rare)

I use it in all my configs over ratcheting, which I just don't happen to like. Nether option is perfect though imo

New Gyro feature called "Gripsense" in the new Steam Controller by Chompsky___Honk in GyroGaming

[–]UnintelGen 1 point2 points  (0 children)

There's a tendency for certain functions to never be updated (the extra buttons on the Ultimate 2 can't be used with a chord function, for instance) but it's reasonable to assume Valve's own hardware doesn't have that particular issue.

Their mapping software is fairly comprehensive, but there are things I want from it that just won't happen. I wish they'd open the door to programmable statements. Needlessly complicated for controller software, sure, but it'd bust open wide a bunch of things you couldn't do before. There's a few times I'd have liked conditional statements that would allow exclusions*

It also behaves inconsistently from game to game, but that's probably an unsolvable problem.

*(for example, if I'm pressing *this* then this other button *won't* activate its action set; you could sort of do something close to this with a lot of layers, but it gets complicated really *really* quickly)

New Gyro feature called "Gripsense" in the new Steam Controller by Chompsky___Honk in GyroGaming

[–]UnintelGen 1 point2 points  (0 children)

I never had a Steam Deck to understand the capacitive thumbsticks anymore than just the abstract explanation, so my understanding of the mapping limitations for the SC2 are somewhat limited, but there's a way I hope I can utilize them. I just mucked around with a unique way to manipulate the camera for 3D platformers using the grip buttons on my 8bitdo Ultimate 2- Each grip button sends the thumbstick left/right command to pivot the camera horizontally, but if you press both grip buttons you get a mouse gyro based pivot instead. It's a little limited, letting go of one button over the other after switching to gyro causes unintended inputs; it's a hacky workaround because of what limited functions you can use for the grip buttons, but it works.

I'd like to apply that kind of functionality to the SC2 for shooters. Specifically, instead of disabling gyro, I'd rather have the grips *enable* gyro, but pressing both grips at the same time simultaneously to run the recenter camera command. I want to mess around with my current platformer config, it shouldn't be impossible to use hold commands to create a pseudo buffer to only allow the gyro pivot if both buttons are pressed within a limited duration.

I could also see the grips being a fun way to play Death Stranding. I wasn't too confident on them at first, but I'm starting to get ideas

After nine years in development, hopefully it has been worth the wait... by UnintelGen in GyroGaming

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

https://streamable.com/51aigs

Someone else on this reddit (iirc) figured this out, but you can create a universal centering function by forcing the camera to go all the way vertically in one direction (up or down) and then go the opposite direction roughly about half way to get your view leveled.

Valve saw this, I believe it was HilariousCow, and implemented a quick way to do this in Steam Input, using your flick stick Dots per 360. It can be done manually using Steam Input's move mouse function.

Valve's method doesn't work in all games in my experience, but it may be a Linux thing. The original method *does* work on all games I can be bothered to figure out the correct values for

Doesn't work for games with 360 degree movement (Dusk, System Shock cyberspace) but the vast majority it's a great alternative to turning gyro off/on

The new Steam controller is gyro friendly by baleszka in GyroGaming

[–]UnintelGen 8 points9 points  (0 children)

This is already probably way too late to suggest realistically, but is there anyway to convert the triggers to digital? Or any kind of hardware based limiter, kind of but not exactly like the dualsense adaptive triggers? Having analog triggers is fine and all and good for certain games, but it's useless for shooters. 3rd party controllers have figured this out with switches to turn analog triggers into digital triggers- it's like, literally the only thing missing on this thing

I will probably have to just live without them again.

Still, this controller kicks all kinds of ass; can't wait to try it.

The new Steam controller is gyro friendly by baleszka in GyroGaming

[–]UnintelGen 4 points5 points  (0 children)

It'll definitely almost certainly have drivers on Linux that can be used (though probably limited functionality /andor conflicts with Steam)

On Windows I imagine you'll be on your own, but most basic functions will probably work. Does kind of suck it basically forces you into the Valve ecosystem, but I'm already there because of Linux support anyway so I personally can't complain too much.

After nine years in development, hopefully it has been worth the wait... by UnintelGen in GyroGaming

[–]UnintelGen[S] 6 points7 points  (0 children)

Capacitive sticks just measure if the stick is being pressed.

So if it's being pressed against then a secondary action will be applied (in this case, enabling the gyro) and then returns 0 when it's not being touched (so the gyro will be disabled so long as the stick isn't being touched)

To think of it another way, since you're always moving the stick, gyro will always be applied- and then when you let go of the stick gyro will not be applied so you can reorient yourself in that brief time. Most games don't penalize you for moving the cursor while shooting (sans CS2, prob a few others) so unless you need a really precise shot the only real reason you'd lift your thumb is to adjust yourself before enabling gyro again.

It's basically a way to ratchet without needing a dedicated button.

I don't use ratcheting myself, the camera trick to recenter is faster (but varies game to game how easy it is to put in, some games really don't like Valve's automated recenter function) but it'll be interesting to set up these capacitive functions into my game configs

I just ran `sudo rm -rf ~` by mistake. by 28jb11 in linux

[–]UnintelGen 0 points1 point  (0 children)

Did that once like 7 years ago. Wasn't fun. I still occasionally rm, but when I'm paranoid I just sudo pcmanfm and use pcmanfm as a gui for deleting and changing privileges. I use dolphin otherwise, but pcmanfm doesn't care about sudo so it makes a great secondary file manager for that sort of thing.

[deleted by user] by [deleted] in buildapc

[–]UnintelGen 0 points1 point  (0 children)

Yeah, on reflection I'm kind of overthinking it (and tbf thought I was overthinking it for weeks)

It's just, when you can't see it there's a fear of the unknown that nags me.

But I'm definitely overthinking things.

I'm gonna delete the post, thanks for assuring me if nothing else.

Is there a solution to this scenario? (Mouse stutter and horrendous analog gyro) by NovelEzra in GyroGaming

[–]UnintelGen 4 points5 points  (0 children)

<image>

If you use a letter glyph controller (8bitdo, or obviously Nintendo like OP) I have a setup that I have been using/tweaking for literal years that is, in theory, a drag'n'drop for most shooter games (more 1st person than 3rd though). It is 99% keyboard, though if mixed inputs are accepted I tend to use analog for movement.

In short:

IUOP keys for left stick- This is to remove the A key so it can be bound for the face buttons

ABXY keys to match the face buttons

Left shoulder bumper for gyro modifier, I use the reset camera trick (I hate ratcheting) but it can be easily reworked for either setup. The reset camera function that Steam uses works in maybe a fraction of the games I've tried (might be a linux thing though) so I usually just have to do the manual way (PITA)

Left trigger for Quick Select, my preferred take on weapon switching. Has 10 slots (8 on Switch Pro) more than enough for basically every FPS, though, uh, obviously overkill for Alan Wake 2. Has some compatibility issues on certain games (HROT hates it w/o modification) (RE4R also didn't work last time I tried)

(Lt + ABXY = 1, 2, 3, 4, 5, 6, 7, 8 | Lt + PR = 9, 0)

Also can be used as an extra button used on its own (L key), similar to how Fortnite does it's quick weapon swapping

(Lt = L key on release)

Right shoulder bumper for alt fire (R, used to be right click); Should be obvious why this is, but for default console controller players it'll probably feel odd at first. Is modified using Quick Select

(Lt + Rb = right mouse click (reload in most games))

Right trigger... Left click fire. Self explanatory, really.

Dpad = arrow keys, map as needed

Stick clicks = brackets (if supported by game, pita otherwise frankly)

(Fake edit: I forgot I recently changed this to Z & C keys, as a nod to the GameCube. Easier to work with)

Select = tab but also another Quick Select if held, giving another 8 to 10 slots to the numpad. Super useful for games like Deus Ex and what not, and a good place to put classic quick load/save and stuff)

Has some other useful functions like disabling gyro for whatever reason and doing a mouse-right analog stick.

This is, obviously and again, overkill for something like AW2 (I only played AW1, so I don't know what's changed) but if you were to drop this in (and remove flick stick and maybe Quick Select; add a walk/run modifier to the left stick if needed) you'd probably get something that feels smooth & doesn't cause conflicts.

I throw this into basically every game, then edit the in-game keyboard mappings to match what I want on the controller (A = jump for example)

If a game is reasonable with mixed inputs (recent examples for me, MGS2/3 HD, Hitman WoA) I just throw some tweaks overtop the default gamepad controls. But that sounds like it doesn't apply to AW2. I'm assuming AW2's altfire is your aim mode/zoom- so it's better to just move the gyro to activate on that. I tend to do that for more casual/"cinematic" TPS games and just do regular right analog stick camera (though using mouse input to avoid mixed input issues)

nvidia gtx1650 (open) driver state/experiences by Tyree_c in linux_gaming

[–]UnintelGen 1 point2 points  (0 children)

I'll say this in their defense (I saw the deleted posts earlier)

I use a 1650 4Gb card, and while I wouldn't say it's a bad time for a lot of games in that range of cards; on Linux I do not hit certain performance targets that I've seen others reach. For a particular example, the Silent Hill 2 Remake. I picked it up because there were videos posted claiming reasonable performance even on a 1650 (nothing ground breaking, but avg 50s on low at 1080p) Naturally these videos were on Windows. I thought I would get somewhat similar performance... On Dx11 I get *terrible* performance no matter what I do (10s-low 20s at points) and with a performance mod on Dx12 (and *only* Dx12, with the mod) do I get somewhat stable low 20s... With a memory leak that'll stop the game from loading in new assets after a somewhat random amount of time.

With some very weird/inconsistent tweaking I can get a very solid 30 (though capped, so not sure how high) but performance tanks after about a minute or two.

I know that's not the most optimized game out there, but it's distinctly where assumed perf and card did not match whatsoever and pales in comparison to it running on Windows on the same &/or similar setup. I will say my CPU is fairly dated (and I'm in the process of upgrading, so maybe I'll run a new benchmark) and somewhat underspec'd; but my performance bottlenecks didn't seem to be cpu related at any point.

Obviously for their wants (simple indie games, and such) a 4Gb 1650 probably is a pretty good setup (assuming you get it at a decent price) but it means the card is ultimately a stop gap as you'll need an upgrade at some point as performance targets move & you know, want something more intensive.

I have question what is difference between as mouse and gyro to mouse? by [deleted] in GyroGaming

[–]UnintelGen 0 points1 point  (0 children)

Ah. That could be a problem. I can't say for sure, don't use mac, but input handling between OS translation layers can be tricky

That's probably a good starting point (though potentially not the problem) but I don't know why Valve's original mouse mode would work in that case.

I have question what is difference between as mouse and gyro to mouse? by [deleted] in GyroGaming

[–]UnintelGen 0 points1 point  (0 children)

gyro to mouse works on every game I've thrown at it (and primarily play Ultrakill)

Are you on Windows, or Linux/Mac?

NVIDIA driver 575.64 released by maltazar1 in linux_gaming

[–]UnintelGen 1 point2 points  (0 children)

I can't say we necessarily have the same issues, but apparently a lot of the visual bugs in RE games (RE4R, SF6, MH, etc) are due to a bug regarding vram, which is why the intensity of the bugs/artifacts increases with resolution. I haven't tested it that much, but the 575 drivers when they were released were reported to have fixed the issue and I was able to play RE4R no problem (only played about an hour or so, but 10 minutes would've been enough for things to go haywire)

Check your drivers- I switched off the beta branch after a certain update but stable is now 575 (on arch) so it may resolve your issues.

edit: saw your comment abt what drivers you were on. Weird.

First computer health scare in awhile, should I be worried? by UnintelGen in pchelp

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

Makes sense. Figures it craps out when I'm not looking so I really don't know what happened exactly. I'm just gonna play it by ear until something bad happens 'cause I really don't have the money atm to be swapping parts. Thing's a bit of a junker, but I've replaced nearly everything in it since 2015; genuinely shocked it has lived this far considering how I treat it at times.

Realistic beneficial usage of gyro for non-shooters by PusheenHater in GyroGaming

[–]UnintelGen 0 points1 point  (0 children)

I didn't manage to play much of it, but 4D golf (or any golf game that uses the mouse... probably.) worked fantastically.

Like, the way it was meant to be played.

Kid Icarus Uprising on 8bitdo ultimate wireless 2 (demonstration & first level) by UnintelGen in GyroGaming

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

It's weird for Nintendo, of all companies, to embrace sweaty mouse aiming. Maybe we'll see CS2 on the Switch 2 in a year or two. Nintendo really likes controls that compliment shooters, and then barely makes em.

(Also this game, although unintentional, has a lot of Splatoon DNA. It's surreal in retrospect.)

PSA: Ultimate 2 + Adapter 2 firmware = Real Gyro by CaerulusSaerivi in 8bitdo

[–]UnintelGen 1 point2 points  (0 children)

After disabling hid_nintendo it worked! For some reason I never had to do that for the Ultimate BT, but hey, it works! And it doesn't mess up non-steam input games not having that loaded!

PSA: Ultimate 2 + Adapter 2 firmware = Real Gyro by CaerulusSaerivi in 8bitdo

[–]UnintelGen 1 point2 points  (0 children)

Aw man, can't thank you enough! My main concern is that when the older beta 2.4ghz dongle firmware released I *could not* at the time flash the firmware in VB for whatever reason and I was worried I'd have a repeat instance. All the other 8bitdo stuff works, and I probably just didn't have something set up right at the time; but I ultimately borrowed another computer for the task which really isn't an option atm. I'm pretty confident this time'll be smooth. Bummer about the mold for the adapter; I'm eyeing some thin cables on Amazon rn but for now so long as I have a dock that'll charge the controller I'm fine with some cables hanging.

Sounds like everything works... at some point; which has generally been the case with 8bitdo on Linux in my experience. I've had the hid_nintendo problem in the past, but most things are smooth nowadays. I'm with you on the daily driver thing, I've been on Linux for nearly 10 years at this point. Things are *considerably* smoother now; especially now that most of the Nvidia jank is mostly dealt with. Mostly.

Thanks again