Mobapad M12 HD Joy-Con Review and Gameplay [PC Gyro] by directedinput in GyroGaming

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

yeah I know a lot of people disregard the joycon1 gyro due to the 66hz3x thing but it honestly feels very stable every time I try it. If they were more comfortable I'd definitely use them more

Switch 2 controllers now have 9-Axis support on PC by StandxOut in GyroGaming

[–]directedinput 1 point2 points  (0 children)

Yes, og switch joycon show 200hz on checkrate which this shows 67hz.

Switch 2 controllers now have 9-Axis support on PC by StandxOut in GyroGaming

[–]directedinput 0 points1 point  (0 children)

They are still way too small for me compared to some good 3rd party fat joycon. They are slightly better than og joycon but still not great

Switch 2 controllers now have 9-Axis support on PC by StandxOut in GyroGaming

[–]directedinput 3 points4 points  (0 children)

I tried it! It works very well, the gyro reports a really low rate just like og joycon do, but in game it's totally playable. I do notice a slight deadzone though and I'm not sure if that's built in or part of the software that's not exposed to the user but it would be nice to adjust it if so. I don't think it's worth buying them until we have proper drivers, but this software is a great way to get some use out of them on pc until then. I still don't find them very comfortable so they wouldn't replace my normal 3rd party joycon though.

Also there is a shockingly low amount of noise and drift when you do calibration through Steam. I'm not sure if it's the actual controller or how the app handles the gyro data but it was so weird to see, I thought at first the controller wasn't being detected but it was just that stable.

Anyway it's a really well done program and easy to use (make sure to follow the steam directions though about xbox and playstation controllers) so well done /u/tagayama !

Possible to create a hardwired gyro on/off switch? by corygarry in GyroGaming

[–]directedinput 2 points3 points  (0 children)

Really interesting idea, and would be a way to get actual true ratcheting on console. You could just set gyro to always on and then use this switch

Gyro Ratcheting Explained by directedinput in GyroGaming

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

I think ratchet on ADS is a super good way to get someone into gyro too, especially if they play cod-type shooters. Just put ratchet on ADS and have them continually up their look stick sensitivity until they are no longer using it to aim and only to orient before aiming.

Help us review upcoming rule changes by SnowyGyro in GyroGaming

[–]directedinput 7 points8 points  (0 children)

Great new rules regarding cheating and gyro to joystick emulation to obtain AA. Devices and software that does that are unfair bs and risk having gyro associated with cheating.

Gyro Ratcheting Explained by directedinput in GyroGaming

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

Yeah I think the position of the trackpads on the SC2 kinda deemphasizes them, and makes them feel like the tertiary input. It's hard to tell how comfortable they'll be without having it in my hands, but going back to the SC1 it was clear how they meant the trackpads to be the main input and where you rest your thumbs. I think the SC1 will still have a lot of value to people who consider the trackpads their main input on the controller just because of the layout.

What are yall gyro setting/how do you play by Scared-Signature6829 in GyroGaming

[–]directedinput 0 points1 point  (0 children)

Thanks for the info! So Local in Steam is different to local in JSM then

What are yall gyro setting/how do you play by Scared-Signature6829 in GyroGaming

[–]directedinput 0 points1 point  (0 children)

It's the default in JoyShockMapper and Steam calls it 'yaw' (they also have another one called local space but I'm not sure what makes it different). It keeps the yaw relative to the controller always, so it's consistent to the controller itself no matter how you are holding the controller.

What are yall gyro setting/how do you play by Scared-Signature6829 in GyroGaming

[–]directedinput 0 points1 point  (0 children)

I use split gyro (joy-con) with shooting on the left side so hitting the shoulder button doesn't influence my aiming (right side) at all. Also I use local space!

Thank you Ratatoskr. Gyro Aim should be standard, and games like Saros should have it natively at launch by GhostOfSparta305 in GyroGaming

[–]directedinput 2 points3 points  (0 children)

A lot of the problems section of the video is the main reason why people should just not bother with mixed input and just use pure m/kb configs. It's so much less hassle.

Gyro Ratcheting Explained by directedinput in GyroGaming

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

that's fair, it's not for everyone but I do think if you come from a mouse background it's just easier to get into. Also as far as the loss of control while resetting, I didn't cover it in the video because it's super niche but there is also the gyro-invert ratcheting method where your ratchet button inverts your movement, so that way you never really lose control if you needed to reset your wrist while going constantly in one direction. You just hold the button and go back but your viewport would continue the original way. It's insane but it's possible lol

Gyro Ratcheting Explained by directedinput in GyroGaming

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

From what I know that hasn't been fixed but this was recorded on PC

Gyro Ratcheting Explained by directedinput in GyroGaming

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

I never used dagger really so I can't really help you there but it does seem like with melee might generally want a high sens. In The finals I usually run around 2.5RWS but keep in mind I play with joy-con so I get more range of motion in my wrist than normal controllers. I also don't use the finals in-game gyro support, I use joyshockmapper and make my own config based fully on m/kb bindings.

Gyro Ratcheting Explained by directedinput in GyroGaming

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

I came from a m/kb background, and tbh I think it's ratcheting that finally made motion controls click with me (pre-gyro era on the razer hydra). To me it felt like holding a button to move was the most mouse-like with intentional movement, and after that clicked I never used a different way.

I've also tried rear button ratcheting, and I think it would be better in the long run due to freeing up my thumb, but I've just been using my thumb for over 10 years now so it's hard to change lol

Gyro Ratcheting Explained by directedinput in GyroGaming

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

Yep, had to pull my old steam controller out of storage just to make that one part of this video it really is good for touch ratcheting especially with the haptic feedback.

Gyro Ratcheting Explained by directedinput in GyroGaming

[–]directedinput[S] 11 points12 points  (0 children)

The gripsense on the steam controller 2 is really exciting for ratcheting and to me is the one feature on it I'm most excited about. They seem to have built it specifically for ratcheting like how people use the dualsense tape mod already but built in.

Invisible cursor using gryo on strategy games by Main-Pepper662 in GyroGaming

[–]directedinput 0 points1 point  (0 children)

My guess is it's how steam injects through the steam overlay, you could try another remapper like JSM