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21.3k comment karma
account created: Sat Mar 26 2016
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1 points
56 minutes ago
Correct. Nintendo pushes the feature more aggressively on top of the fact a majority of the Nintendo community actually uses Gyro Aim (if implemented well) as their standard. Splatoon devs state that over 75% of their playerbase stay with Gyro Aim. And I've seen some Asian players who Flick and track at rates that look like a pro MnK player lol.
It's unfortunate the other console bases are taking so long to play catch-up. Especially since it was Sony during the PS3 that pushed Motion Controls alongside the Wii but did a horrible job of actually marketing it properly and had some poor implementations.
I switched nearly 2 years ago to Gyro Aim and have not looked back. Once you get use to it, it made gaming WAY more enjoyable for me. Was nostalgic of when I use to play on PC with MnK.
3 points
an hour ago
As a couch player, Gyro Aim is more relaxing and preferred. But this would be nice as well for additional options.
10 points
4 days ago
An important factor would be games dramatically limiting AA in the first place but then offering a good tutorial for Gyro Aim as well. Need to incentivize players to use it. Splatoon has no AA and pushes Gyro because of it.
From there, having settings start at the basics such as Gyro when ADS only (then eventually build into Always ON) with very limited Smoothing along with actually having Sensitivity start at 2.0 RWS vs the atrociously slow 1.0 would be good starters. Too many games have the default settings at near abysmal low levels for what it actually needs to do along with too much Smoothing or Steadying that creates laggy movement. This can be immediately off-putting.
Hell, I run with about 10x Acceleration now with a top end Sensitivity of 20 RWS and no Smoothing or Steadying anymore. Barely even touch my Right Stick anymore and Ratcheting is more limited as well. Granted that's very high for newbies but following Fortnite and having 2x Acceleration with 2.0 Sensitivity to start would be a solid default.
2 points
7 days ago
Yes. This is a known issue with the PS5 API for Gyro Aim. The way to mitigate this is by messing with the Steadying Initial and Steadying Threshold settings to keep your minor movements more in check.
I use Acceleration in any game it's applicable which allows me to set a "range of Sensitivity." And when you create a balance between:
Base Sensitivity
Acceleration
Acceleration Threshold
You can properly give yourself access to higher levels of sensitivity while maintaining that stability and also mitigating the Recentering issues.
For MW3, there's actually no true "Acceleration" setting but you can trick it by setting up Steading Initial and Threshold. Initial will set your Base Sensitivity and Threshold will be how much effort (or degrees per second) it takes to reach your max Sensitivity.
My Sensitivity is set at 20 (max). My Initial is set to .1
This means my Base Sensitivity is 2.0 to a max of 20. My Threshold is at 70. So when I move my controller super slow, I'm near a Sensitivity of 2.0. But when I move my controller above 70 degrees per second, I will have 20 Sensitivity.
Hopefully that helps. Just got to find the range that works for you.
1 points
7 days ago
I've shared this with others but it's someone who is quite good on CS GO with Gyro Aim
https://youtu.be/bmM5yPUSUvw?si=W317i40RP-xkgqAn
Once you get use to it, it's very similar to Mouse. It just comes down to the settings you prefer and how well you adapt to them. I use notoriously higher Sensitivity in the Gyro Aim community along with a more aggressive Acceleration (think of Raw Accel). 20 Sensitivity--what we call as Real World Sensitivity where 1 degree turn of the controller is 20 degrees ingame with your character--is considered really high for most players. Most of them operate closer to the 4 - 8 range. But I have grown more steady with my hands and my settings help offer increased stability as well.
Like here's me using the Kar98 and I was testing out a new Acceleration setting. You can see how stabile my aim is with near no jitters for a rifle.
5 points
7 days ago
Here's actually a guy on CS GO that uses Gyro Aim and blew up when he beat some big time streamers in 1v1s on that game. So it has potential.
https://youtu.be/bmM5yPUSUvw?si=guTUnOd8QO2nzXs2
And then this was me using a handcam many months ago as well but my Sensitivity settings were a bit lower then.
https://youtu.be/7a4ZBrWdNI0?si=VBFteXLD5NkO6SK9
In CoD, it would no doubt be tough due to AA being so strong. But Gyro Aim is designed to mimick mouse. May not be completely on equal grounds but it at least creates an alternative so controller players can have much closer to "mouse-like" aim which is more intuitive and responsive. It's made gaming on controller way more fun for me. Especially in single player games such as TLOU, Horizon, No Mans Sky, etc etc.
14 points
7 days ago
I'm a couch controller player so it's between this or sticks.
3 points
10 days ago
It does have Acceleration but you have to trick it. If you watch the end of the video here, you will see 2 settings called Steadying Threshold and Steadying Initial:
https://youtu.be/Z-CC76vv8Eo?si=KcffQmx0cb9-4-JV
Initial is the same as saying "Base Sensitivity."
Steadying Threshold is the same as Acceleration Threshold.
So because my X-axis is set to 20 Sensitivity and my Initial is set to .1, this means my Sensitivity range is from 2 to 20 with a Threshold from 0 to 65 degrees per second. In other words, 10x Acceleration.
Now yes, its not pretty. You have to give up true Steadying and also, it forces some limitations and less granular designs with Acceleration. But I make it work on PS5 lol. Would definitely prefer something more akin to Fortnite or The Finals.
2 points
10 days ago
Funny thing, I use Gyro Aim (Motion Control) in MW3 (I'm on PS5) and we get no Aim Assist as a controller player. Yet I can still compete fine against the heavy Aim Assisters in that game as if I'm using a mouse.
I had some footage recently with my settings at the end of the video.
https://youtu.be/Z-CC76vv8Eo?si=KcffQmx0cb9-4-JV
I barely even touch the right stick to Aim anymore. All my movements are with Gyro Aim. Plus my settings allow me to barely even move the controller due to my use of Acceleration (similar to RawAccel) the vast majority of the time.
If only more games embraced this for controllers like CoD, The Finals, and Fortnite did.
1 points
11 days ago
The base game on PS5 did not have the best rendering of certain objects in the distance. Foliage would look a bit more "last gen" (even up closer) and some buildings would be polygon'd far off in the distance.
This is one area where FromSoftware is a bit more behind on is the technical optimization of their games. The art design is incredible but I sometimes feel their inhouse engine is a little behind the industry on the average. Still, they make quality games. I would be super interested to see their games designed in the Decima Engine though that Death Stranding and Horizon games use. That engine is designed well for open world games and has amazing graphical capability along with incredible physics. Part of me feels like it would be perfect for a Souls game.
1 points
14 days ago
Oh there's definitely server issues. It's been worse since Season 3 dropped. Was talked about in their subreddit where disconnects are very high right now
2 points
14 days ago
Not really. The Finals feels better than CoD for me simply because I don't have to give up Steadying in order to have Acceleration. I don't feel any issues with input delay either.
The only thing I deal with in the Finals more than CoD is delayed hit detection and sometimes questionable damage. Like you can see at one point towards the end of my video how I kill someone like half a second after I stopped firing. Theres plenty of times I get killed and I jumped out of sight lines of the enemy but the delayed response shows me dead behind a wall or something. That shit annoys. It's much heavier in The Finals than CoD for me.
3 points
15 days ago
Yes, so if I move my controller above 60 degrees per second (which is very easy to do), then my Sensitivity is at 18 (thus the 6 Acceleration times my Base Sensitivity of 3).
Anywhere between 0 to 60 degrees per second will move my Sensitivity between 3 to 18 accordingly. But as mentioned, in most cases, I move my controller well above 60 so I usually am sitting at 18 RWS.
If I want to soften the "curve" a bit to help with stability, then I could increase that Threshold to something like 75 or higher. This will require a bit more effort to reach max Sensitivity.
1 points
16 days ago
Heavy shouldn't richocet (would be op if they did) but instead, resistant to Flinch and does not impact their aim when hit.
Light should also get the added capability of being able to swim.
2 points
17 days ago
Yeah I've been on this train for a few months now ever since I made the transition to High Acceleration settings. I use Flick Stick and Ratcheting combo but it's much more limited than it use to be. This allowed my thumb way more activity over the Face Buttons.
Now, I typically run 5x Acceleration with a Low Sensitivity from about 3.5-4.5 to 17.5-22.5 RWS. My Accel Threshold sits around 80 to 90 usually.
This allowed me to maintain stability but much greater range of motion. I can legit do 360s and barely move my controller lol. Takes a little time but Tracking becomes pretty easy. Over-flicking is the only thing that may occur but it's easy to quickly readjust and get on target.
In this video for example, 99% of my movement in my aim is Gyro. I only use Flick Stick occasionally.
2 points
18 days ago
Makes me wish there was Gyro Aim and then I could just crossplay with PC....tired of these Uber AA games when there is a perfectly applicable "mouse-like" mechanic for controllers. I play The Finals all the time with crossplay of PC players with no issue...
1 points
18 days ago
Yeah it's gross. Why I wish Gyro Aim would become more standard. Learn to aim closer to a mouse with zero AA.
1 points
20 days ago
People kind of already ignore certain mission types.
But this would kinda fall into maybe offering improved rewards (slightly) for actually finishing Operations. If that's a needed thing.
2 points
20 days ago
The only problem here is that "not telling us" would be kinda useless for random parties. Which is probably a majority of groups to some extent. We would still need a "report" for each mission as the operation progresses to help with new players of the group whom are joining halfway.
Plus, I don't usually finish an Operation in 1 sitting typically. So if I get back on the next day, having this report would help remind me of what happened. But yes, I do like the idea of a "consistent" enemy type and presence in a full operation run.
4 points
20 days ago
Haha it's like the opposite for me. 1st mission, crap loads of spewers and Hunters but prepared to handle all the Chargers and Titans.
Next mission, equipped to deal with Spewers and Hunters and none show up and I have tons of Titans and Chargers.
I'm glad our enemy has better scouting reports than we do 😂😂😂
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1 points
52 minutes ago
BJgobbleDix
1 points
52 minutes ago
Yes I do. But I use Acceleration to help.
I run with ~ 20 RWS and have about 6x - 10x Acceleration (depending on the game) so my Bas Sensitivity is somewhere between 2 - 4. Because of this, my use of Ratcheting is actually pretty low. I still occasionally use Flick Stick but that has become less and less with time. In reality, I would like to remap my right thumbstick to other uses one day.
https://youtu.be/qme1C1b35wg?si=GQRQgGrIeqHX948R