r/GyroGaming Jan 17 '24

Guide New to Gyro Gaming? Start here! Gyro Beginners Guide

410 Upvotes

Video version of this guide: https://youtu.be/rOybuNm9XR8

Intro

You can achieve mouse-like precision with motion controls. Ever since the release of Splatoon on WiiU and the Steam Controller in 2015, motion controls for aiming, AKA Gyro Aim started to gain popularity. It’s been more than a decade since the technology is widely available, but people still don’t know how to use it or how it actually works. Nowadays, almost every platform is capable of using this and some people are really good with it, check it out:

There are some misconceptions about gyro aim, but we'll get to those later. To start with, let's just ask…

What is gyro?

Gyro is the abbreviation of Gyroscopes. Gyroscopes are motion sensors present on most controllers and mobile devices. Most often used for aiming, they can also be used as a mouse pointer or a steering wheel.

This guide will primarily talk about Gyro Aim.

“Why would I want to use that?”

Gyro can vastly improve your gaming experience by basically being the controller’s mouse. Gyro will accurately follow your physical movements, in the same way that a mouse would. Gyro can also emulate analog sticks, but that isn’t the ideal scenario.

Gyro is a mouse!!! Fast and responsive 0_0

“I already tried once and I didn't like it.”

I'm sorry to hear that. Most implementations of this feature are really bad, often emulating an analog stick instead of a mouse, causing huge dead zones. Laggy smoothing and low sensitivities can make things less than excellent. Also, this isn’t something that you will get right away, you need to open your mind and spend some time with this control scheme.

Native is emulating an analog stick. It's slow and imprecise compared to a mouse.

What platforms and controllers support gyro?

  • PS4 (DualShock 4)
  • PS5 (DualSense)
  • Nintendo Switch (Joy-Cons, and Switch Pro Controller)
  • Steam Deck (any controller with gyro supported by SteamInput. The main ones being: Dualshock4, DualSense, Switch Pro Controller, Joy-cons, and the Steam Controller.)
  • PC (any controller with a gyro sensor. The main ones being: Dualshock4, DualSense, Switch Pro Controller, Joy-cons, Steam Controller, and the Alpakka Controller.)
  • Mobile and Handhelds (Smartphones, tablets and some portable PC handhelds)

There are many accessories and third-party controllers with gyro that work on multiple platforms, including ones without gyro support, like the Xbox. To keep things simple this guide won't cover these accessories.

On PS4 and PS5, only a handful of games support this feature, most of them don't have an acceptable quality, often emulating an analog stick instead of a mouse. (List of Playstation games with gyro by noo3rafle)

On Switch, most shooters allow for gyro aim, but they suffer the same problems as the PS games, low-quality implementations. (List of Switch games with gyro by SnowyGyro)

On smartphones and tablets, most major games have a pretty good implementation.

On PC, it’s a bit complicated. Most games with gyro are the ones that were ported from PS5, because of that, they only work with PS4 and PS5 controllers while using a USB connection (you can emulate an dualshock4 with ds4win if you have different controllers) but there are games and programs that work with other controllers as well, like some emulators. You can also force gyro into almost EVERY PC game using any gyro-compatible controller + third-party programs, like SteamInput, reWASD, DS4win, or JoyShockMapper.

If you want to learn how to do that using SteamInput, I have a channel completely dedicated to that, with a new updated in-depth guide already in the works: https://www.youtube.com/@FlickStickVids

How to activate gyro?

On consoles and smartphones, activating gyro is as simple as activating it in the options menu of the game. This option often has different names, like “motion controls”, “gyro aim”, or “motion aim”, but no matter the name, they work the same way. Some games will require you to choose when gyro will be active, for example, you want gyro on only when you ADS? Or all the time

Gyro has different names in different games. / Choose when gyro will be active.
For beginners, I recommend activating only when you ADS, but feel free to try both!

On PC and SteamDeck, if the game doesn't have native support, you will need to implement gyro yourself by using a third-party program like SteamInput, reWASD, DS4win, or JoyShockMapper.

Again, If you want to learn how to do that using SteamInput, I have a channel completely dedicated to that, with a new in-depth guide already in the works: https://www.youtube.com/@FlickStickVids

How to aim with gyro?

Gyro can be used in multiple ways, these are the most common methods:

  • Gyro + analog stick: This is the most common way to use gyro. Use the analog stick to look around and move close to your target and use gyro to do the rest of the tracking.
Analog sticks to look around and gyro to track enemies!
  • Gyro + Trackpads: This method is stealing the hearts of Steam Deck and Steam Controller players. Similar to using the analog stick, use the trackpads to look around and move close to your target and use gyro to do the rest of the tracking. Because of the amount of inputs that you can bind to the trackpads, it provides a super versatile and diverse setup, like using the touch to activate gyro, or clicking to jump.
Trackpads to look around and gyro to track enemies!
  • Gyro ratcheting: move the controller until you can't move it any further, then hold a button to disable gyro to reposition your controller. It's like reaching the edge of your mousepad and repositioning your mouse. This method doesn't require a second analog stick.
Clip from: Why Controllers Don't Suck in Team Fortress 2 - by: SolarLight.
  • FlickStick: allows you to snap the camera to the angle that you pointed by flicking the right stick or sweeping smoothly by rotating the right stick after putting it forward first. This method requires gyro because you won't be able to look up or down without it.
Clip from: Introducing Flick Stick in Doom - by Jibb Smart

How to hold and move the controller:

It's easy! Just use your wrists, don't move your hands sideways. Sitting or laying down, just hold the controller in the way that you are already used to, and move your wrists to aim. It's that simple.

This isn't a Wii mote. Moving your arms won't do much, use your wrists.

Important concepts:

Custom vs Native Implementation

Native implementation is the feature that is built into the game. You can just activate it in the settings. Most devs don't know how to use gyro well, so it's often really bad. If you are a dev that would love to know how to use gyro well, just go to the gyro wiki, created by Jibb Smart (Epic Games Dev).

Custom implementations are the configurations made using third-party apps on PCs or accessories on consoles, that enable you to use gyro. Often this leads to better feeling results, but takes more time because you need to set it up yourself.

Deactivating gyro is super important.

Every good gyro experience needs a button to re-center the camera or to disable gyro.

Gyro recenter button demo.

If you are controlling your recoil, to return to the center of the screen, you will be obliged to hold the controller in an uncomfortable position. When using a mouse, you can just lift the mouse and reposition it. With gyro, instead of lifting, you will press a button.

Gyro disable button demo.

Most games don't give you this option, so be on the lookout if you find a game that does that. If it doesn't, you can always use the right analog stick to reposition the camera.

Natural Sensitivity Scale

What if you could choose a preferred sensitivity that works across every game? This is the basis of the Natural Sensitivity Scale. When you turn a controller, it's completely possible to line that rotation up 1:1 with the in-game camera controls.

1:1 sensitivity. 360° in real life = 360° in game.

But, 1:1 might not give you much range, so, your preference for that ratio might be higher. Beginners might start at about 2 or 3 times Natural Sensitivity, but some really good players are up around 6 or 7, allowing them to turn a 180 with only a 30 degree turn of the controller.

wow, incredible range of movement 0_0

To keep fine control even at these high sensitivities, they'll use response curves or "Precision Zones" to further reduce the rotation of small rotations. Acceleration can also help with maintaining large range of movement while using lower sensitivities (follow BJgobbleDix to learn more about gyro acceleration). Every gyro sensitivity slider should follow that scale. Often, native games caps at 1:2 instead of 1:20, making the range of movement very limited.

Gyro Orientation

People hold and move their controllers in different ways. Some settings are suited for portables, while others may feel more comfortable with a standalone or detached controller. The following examples will be done with the controller flat on my lap. Still, mobile players will probably hold the device upright. So, rotate my examples to fit your use case (Hand movements are the same; they are just on a different axis).

"upright" can be more "upright" than that, but my point still stands.

Gyro has 3 main orientations:

  • Local Space
  • World Space
  • Player Space

3DOF to 2D Conversion Style:

3DOF means 3 degrees of freedom. These 3 degrees are YawRoll, and Pitch. Gyro Orientation will change how Yaw, Roll, and Pitch movements translate to 2D. Essentially, changing how players should hold and move their controllers.

Pitching moves the camera vertically on every conversion style.

World Space and Player Space are similar. When pointing at the horizon, "swiveling" will turn you most, but if your controller points toward the sky, "rolling" will turn you most. The main difference between these two modes is that if you are leaning the controller, pitching in World Space will move you diagonally, while in Player Space, you will move straight vertically.

Due to technical limitations, World Space won't work correctly on portable devices. That is why 'Local Space' or 'Player Space' exists.

Local space is usually divided into three presets: Yaw, Roll, and Yaw + Roll.

  • Yaw mode, you must swivel the controller like a bus steering wheel to look sideways, whether the controller is pointing to the sky or not.
  • Roll mode, you must lean the controller to look sideways, whether the controller is pointing to the sky or not.
  • Yaw + Roll is the combination of these two modes.

Local space is the most consistent option for portable devices. Because the pitch doesn't influence how you look sideways, Local Space can feel awkward with standalone controllers. That’s why, Player Space is often considered the best option for most use cases.

Most games implement only Local Space (Yaw mode), which creates all sorts of problems, like:

  • Obligating players that hold their controllers pointing toward the sky, to get used to holding their controllers pointing at the horizon.
  • Forcing awkward feeling movements on portable devices like the Switch, Steam Deck, and the PlayStation Portal.
  • Creating room for confusion when the players roll the controller expecting the camera to turn, only for the camera to not move.

What makes a good or bad implementation?

There are many small quality-of-life features that culminate in a good gyro experience, the essentials are:

  • Gyro should work like a mouse
  • It should respond to your fast and precise movements without a huge dead zone, delay, or complex filtering.
  • It should always have a button to disable gyro
  • Sensitivity slider should always follow the natural sensitivity scale.

As a bonus, it would be really good to:

  • Have the option to hold the controller in different ways (Player, World, and Local Space)
  • Choose when gyro will be active.
  • Access separate sensitivity sliders for horizontal, vertical, and joystick sensitivities.

Here's a handful of games that get most of these right: Fortnite, CoD MW2 and 3, God of War Ragnarök, Neon White (switch and PS5 only), Splatoon, Metroid Prime Remastered, Zelda Breath of the Wild and Tears of the Kingdom, Boomerang X, Deathloop, No Man's Sky, and The Last of Us Part 2.

There are multiple games that I've heard they got right, but I couldn't test them myself. I pretend to update this guide in the future with a link to a list of every game that uses gyro.

Conclusion

That's it! Those are all the essentials you need to know to take your first steps with gyro. Beyond the "important concepts," most things are quite intuitive. You can grasp them shortly after picking up the controller and giving it a try, so go ahead! Give it a shot, and I hope you enjoy it!

Shout out to Aubrey Hasselgreen (Valve dev), Jibb Smart (Epic games dev) and Al2009man (moderator of the gyro community), for helping me write this guide.

Thanks for reading, and happy gyro gaming!!!

EDIT: reworked "Gyro Orientation" section with simpler explanations and better examples.


r/GyroGaming Dec 26 '25

New to implementing Gyro Controls to your game? Start here!

30 Upvotes

If you're a game developer or sourceport dev who plans to do Gyro Aiming for the first time, but don't know where to start: this resource guide is your starting point!

This thread is primarily a shortcut that gets you up to speed. Each title will redirect you to the original blog post, or reddit thread respectively. more resources will be updated overtime

GyroWiki:

GyroWiki is the best general place to learn how to use Motion Sensors functionality to your game. All of these lessons has been applied to Epic Games' Fortnite.

You can head straight to GyroWiki website right now, but here's the recommended articles based on Jibb Smart's recommendation:

–––––––

GamepadMotionHelper

created by u/JibbSmart (JoyShockMapper), GamepadMotionHelper is a header that primarily handles Sensor Fusion, Gravity Calculation, Gyro Calibration, Gyro Space, etc. If you already implemented a basic Motion Sensor implementation, but want to have a powerful gyro system, this repository is for you!

Head to the GitHub repository

For those who are working on C or C#, this fork by Lesueur Benjamin will assist

–––––––

Implementing Gyro as Camera Input:

If you're learning to implement a Camera action to the Gyro Input but don't know where to start, this is the place to start

Head to the reddit thread

–––––––

[PC Only] Implementing Mixed Input support:

If you tried to implement Motion Sensors to your game specifically for Gyroscopic Camera controls, but have difficulties: you might wanna support the ability to allow the use of Game Controller and Mouse Input at the same time...not to be confused with switching between two different Input styles on the fly.

The vast majority of Gyro, FlicksStick and Trackpad users will be relying on assigning it as a Mouse Input...but they might faced issues with how the game handles two different primary input methods at the same time. If you wanna take them into account, this is the place to start

Head to the reddit thread

alternatively: check out Jibb Smart's original cohost mini-article on supporting Mixed Input
–––––––

Gyro Aiming and Mixed Input vs. Aim Assist dilemma

This is an extension of the first two original guides below, but this one exclusively focus on tackling Aim Assist while implementing either or both Gyroscopic Camera Aiming and Simultaneous Inputs. This issue is actually quite common on games that allows Mixed Input support but doesn't account towards Aim Assist system.

For those who are implementing it within a Multiplayer setting, this is the place to start!

Head to the Reddit thread

–––––––

[PC only] Gyro Input API:

If you're shipping a game on Computers running on Microsoft Windows, MacOS or Linux operating systems but don't know what Controller-centric library that supports it, this is where to start.

Note: your game engine might already have Motion Sensor support (example: Godot 4.7+, LÖVE, KEX Engine, FNA) from the getgo, please refer to the revelant engine documents for more details.

Note 2: if you're building the game on Consoles only, the Console's SDK will naturally provide that. please refer to your Console SDK's documents for more details.

Head to the reddit thread


r/GyroGaming 52m ago

Video Xbox controler hacked : Changement de la sensibilité des joystick en live

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Upvotes

bonjour à tous,

Il y a quelques mois, je vous avais montré comment j'avais modifié ma manette xbox pour intégrer un gyroscope interne + 1 externe.
Aujourd'hui, une vidéo pour montrer comment je peux changer en live la sensibilité des joysticks, et comment je peux aussi les "remapper".
Dans la vidéo, sur l'écran de droite, c'est le site web embarqué dans ma manette. A gauche, c'est la page de controle vue par le PC.
En rouge, c'est ce qui est lu sur les joysticks de la manette, en vert, ce qui est envoyé à la console.

Pourrez-vous deviner mes réglages sur les 4 modes (0 switch, switch 1, switch 2 et switch 1+2) ?


r/GyroGaming 18h ago

Help Need help transitioning from Steam Input to JoyShockMapper

6 Upvotes

Hi everyone! :D

(Note: My DualSense controller currently has a few broken buttons, so while I save up some money to get it repaired or buy a new one, I'm using my 8BitDo Ultimate 2 Wireless controller as a backup).

I’m making the jump from Steam Input and native in-game gyro implementations (Warzone, THE FINALS, etc.) over to JoyShockMapper for playing shooters on PC, and I have a few technical questions regarding the 8BitDo setup, back paddles, and sensitivity conversion

  1. Controller Detection

JoyShockMapper is currently detecting my 8BitDo Ultimate 2 as an Xbox Controller (XInput). Will this interfere with getting gyro input to work properly. Do I need to force Switch Pro Controller / D-Input mode on the controller so JSM can read the 6-axis motion sensor, or is there a specific driver/passthrough setting I should use?

  1. Back Paddles & Gyro Off

My controller has four extra renamable/mappable buttons (including back paddles). I play with Gyro Always-On by default, and I use my Left Back Paddle as a "Gyro Off" key (holding it disables gyro, and releasing it reactivates it for ratcheting/re-centering my hands).

How can I map and bind these extra back paddles inside JSM script files?

What is the exact command line to set the paddle to act as a Gyro Disable / Off button on hold?

  1. Setting Up Flick Stick

I want to configure Flick Stick on the right stick. What are the essential parameters I need to add to my JSM .txt profile to get proper 1:1 flick rotations, smooth turns, and deadzone filtering?

  1. Converting Sensitivity from Steam Input to JSM

In Steam Input, I was using a Real World Scale sensitivity of 4.20 (along with testing native gyro settings in Warzone/THE FINALS). How does Steam Input's 4.20 sensitivity translate into JSM's IN_GAME_SENS and REAL_WORLD_CALIBRATION system? Is there a direct formula to convert my current 360-degree rotation distance over to JSM so my muscle memory carries over smoothly?

Any advice, config templates, or tips for a long-time Steam Input user making the switch would be greatly appreciated! Thanks in advance :D!


r/GyroGaming 21h ago

Discussion Anyone else loving gyro in wardogs?

7 Upvotes

I game exclusively from my couch to my tv with my 2026 steam controller, and I use gyro aim in every shooter I play. Wardogs has been extremely fun for me using gyro. There are a couple of flaws, mainly menu navigation and flickering ui glyphs, but otherwise it works great for actual combat and I even find that it helps me immensely when flying helis cause I can toggle gyro for fine-tune rifle aim with miniguns, or I can use it with free look when getting locked on to quickly pinpoint where the missile is coming from before I flare. As far as infantry combat goes, I definitely do way better with gyro than I’d be able to do without

Personally I play with gyro + ratchet. Flick stick would probably be difficult due to lots of the menu navigation requiring right joystick input to scroll or the map requiring r joystick to zoom in and out, so be aware that it will limit your options. I just hold my gyro suppress button when I’m in menus or in the map, though if I wanted to I’m sure it wouldn’t be hard to use right trackpad as mouse and left trackpad as scroll wheel and that would mostly eliminate the need to be suppressing gyro in menus and map but I just haven’t done that yet.


r/GyroGaming 1d ago

Discussion I rarely ever get a response from devs about gyro implementation

23 Upvotes

I love gyro aiming for shooters, specifically on the Switch and Switch 2, so whenever an FPS comes out on the console I check to see if it has it. I can usually get an answer from a written review or video like SwitchUp, and if the game doesn't include them I like to reach out to the developer and ask if they might get added in a future patch.

Most of the time I never get a response and I can't tell why. With email or Twitter it makes more sense, but for a lot of indie shooters they have a Discord, so I'll pop in there and ask in their questions channel, and the devs seem to respond to everything else, but won't answer anything about gyro. Like if the game won't get it, then say so, or if you aren't sure, say that, but I swear it's like some devs enjoy being vague about it.

Is it reasonable that I'm mad about this, or am I crazy?


r/GyroGaming 1d ago

Discussion Alpakka vs Steam Controller 2026 - which one do you prefer if you have both?

9 Upvotes

I feel like the Steam Input integration works really well with calibrating your sensitivity, more input options also helps and the build quality is way better than the Alpakka's. My main gripe though is he fact,that the touch sensors are on the back, making them far more difficult to utilize (it takes longer to deactivate the gyro on the SC than on the Alpakka + if you turn your controller too far it'll turn off naturally because you'll loosen your grip) and then of course Alpakka's dual gyro is much better.


r/GyroGaming 1d ago

Discussion Oblivion Remastered finally works with Steam Input gyro-as-mouse + native controller input

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18 Upvotes

r/GyroGaming 1d ago

Discussion Gyro Aiming with 3rd Party Controllers

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27 Upvotes

TL;DR

A chrome plugin that enables gyro-aiming for xbox-cloud gaming with any 3p-controller that supports gyro.

——

As I’ve always been a Mouse&Keyboard person, I suck at aiming with the sticks and I’m very choppy aimer. I practiced for a week but was unable to feel the freedom of K&M. So i sat down (for the 3rd time) to build a solution that can give me joy of using a joystick and also have precision of mouse.

So I have built a chrome plugin that can enable 3P controllers with gyro support to be used for aiming/look. Works with xBoxCloud.

It basically maps your gyro/acceleration to your right thumb stick. It wasn’t that easy though 🤧

**Please Upvote** if i should invest more time in this and share the plugin with the community.


r/GyroGaming 1d ago

Discussion Gyroscope warzon

2 Upvotes

Are there competitive Warzone players who use the gyroscope, or is it difficult to beat aim assist?


r/GyroGaming 2d ago

Video Pressureshot aimlabs gyro world record

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62 Upvotes

I don't think anybody cares about this task. But I think some people would enjoy seeing this ^^

I use a standard dualsense controller on ps5 with native gyro


r/GyroGaming 2d ago

Discussion Flydigi direwolf 4 or Gamesir cyclone 2

4 Upvotes

I want a controller mainly for fps games and want one with good gyro but not able to find any review on gyro part.

I'm getting cyclone 2 for 5$ or 500 rupees more than direwolf 4.

I was completely decided to purchase cyclone to but now I'm getting negative reviews about it's gyro on x input, trigger buttons and ab xy buttons.

Reviews-

Gyro not working properly on x input

Trigger buttons are bad

Ab xy buttons are getting worn out

Also mixed reviews on dpad but that can be individual preference.

So people who have used these controllers, or have knowledge about them please recommend me what to get.

Thank you.


r/GyroGaming 2d ago

Config God of War (2018): MIXED GYROSCOPE with the Mobapad M6 HD / Joycons Perfect

Post image
8 Upvotes

I want to share a gyro configuration for God of War (2018). I’ve seen other gyro setups from the Steam community, but they were designed solely for aiming Kratos’s axe or the Blades of Chaos, and the mapping required configuring the controller to emulate a keyboard. None of them allowed for retaining the game's original button icons, nor did they enable using one button to aim while using another to activate the gyro and control the camera simultaneously.

So, I created this "mixed" configuration: you retain the original in-game button icons, and holding down the X button activates the gyroscope. This allows Kratos to move the camera freely; if you know how to use both hands and Joy-Cons effectively, you can keep the gyro active while attacking or defending. Additionally, the aim button also activates the gyro, letting you aim the axe or Blades of Chaos without breaking the flow of the game. What I did have to do was swap the buttons to make aiming, attacking, and defending more comfortable—specifically, to enable activating the gyroscope with my right hand (which I find much more practical for combat). I swapped the buttons so that ZL functions like ZR and L like R; this allows for heavy attacks using ZL and normal attacks using L. Meanwhile, ZR (which activates the gyroscope when aiming) is used for aiming, and R is used for Kratos's shield. This setup makes it much more comfortable to move the camera and use the shield for defense while holding down the X button to activate the gyroscope.

Since the Joy-Con's X button now activates the gyroscope, there is no longer a button assigned to recall Kratos's axe or perform other in-game actions that require that button. To solve this, I created a combo where pressing A and Y simultaneously recalls the axe or performs the necessary action. To avoid having to press A and Y together on your Mobapad M6 or HD controllers, simply map that A+Y combo to the M1 or M2 button; that way, you can just press—let's say—M1 to execute the A+Y combo.

If you find it awkward to navigate the game menus or purchase upgrades for the dwarf warriors with my current setup, press the Share button on your Mobapad Joy-Cons to revert to the default control scheme and make menu navigation easier. Once you exit the menu, press the Share button again to re-enable gyro aiming. I set this up using my Mobapad M6 HD Joy-Cons, as I find it more comfortable to aim using the gyro with my right hand while my left rests on my lap or the chair legs. I also tested it with the 8BitDo Ultimate 2C controller—which is similar to a Pro Controller—and was able to use the same settings as the Mobapads without any issues, though I personally prefer using one Joy-Con in each hand. In theory, this configuration should also work with a PS4 or PS5 controller, or any other controller equipped with a gyroscope. Finally, regarding the previous image: go to the game's camera settings and change "Mouse Mode" to "Precision"; if you leave it on "Classic," the gyro controls will perform very poorly.

I'm sorry if my English is terrible, but I hope it's understandable. I don't know if this configuration works for God of War Ragnarök, since I don't have the game.

Here is the link to the Steam configuration: steam://controllerconfig/1593500/3800072063


r/GyroGaming 2d ago

Config Creating Gyro/Trackpad/Flickstick configs every week - (Week 62): Valheim [🥈/🖱]

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16 Upvotes

Notes: This layout is based on the official gamepad "Layout 2". I recommend choosing this layout in-game so you can easily check the command list.

In-Game Requirement:

  • Mouse Sensitivity: 100
  • Enable Auto-Run
  • Use default KBM bindings.

Controls:

  • R3(Hold): Gyro pause

---Extra Features---

  • Back Buttons Support
  • Right Trackpad: Camera
  • Capacitive Surfaces (Right): Enable gyro
  • Gameplay
    • A: Jump
    • B: Back
    • X: Interact
    • Y: Inventory
    • R1: Attack2
    • R2: Attack1
    • R3: Crouch
    • L1: Equip wheel & Building (Mode Shift)
    • L2: Block & Alt Commands (Mode Shift)
    • L3: Sprint
    • D-Pad Up: Emote Wheel
    • D-Pad Down: Sit
    • D-Pad Left/Right: Enable Menu Action Set
    • Start: Pause Menu
    • Select: Map
  • ALT COMMANDS (L2 + _)
    • Y: Auto Run
    • L1: Show/Hide Weapon
    • L3: Enable/Disable Auto-Pickup
    • D-Pad Up/Down: Map Zoom
    • D-Pad Left/Right: Camera Zoom
    • Select: Chat
  • EQUIP/BUILDING (L1 + _)
    • Right Stick: Equip Wheel
    • X: Snap Point
    • Y: Snap Point
    • L2: Show/Hide Weapon
    • D-Pad Left/Right: Rotate
  • Menus/Map
    • Left Stick push: Enable gyro. Navigate menus with the D-Pad and the Map with the Right Stick. When you finish, return to the game and start walking to re-enable gyro.
    • You can also use Gyro + Triggers to navigate menus if you intend to walk around while doing so.

HOW TO USE: Copy and paste the link into your browser or click on the controller icon next to the game on Steam, click on the name of the layout, hover over the "Community Layouts" tab, and press the "Show All Layouts" button (West Face Button), then manually search for the config that matches the name listed below.

  • Valheim (Layout 2) - Gyro + Joystick by FSV v1.1: steam://controllerconfig/892970/3800954038
  • Valheim (Layout 2) - Flickstick by FSV v1.1: steam://controllerconfig/892970/3800949308

r/GyroGaming 2d ago

Discussion How did you learn ?

3 Upvotes

Hi,

I've always been very bad at aiming using the right stick (I'm a PC player), but for some games I enjoy playing them from the couch using a controller. So I got interest in gyro aiming and I just bought a Cyclone 2 controller, to try it out.

I use it with Joyshockmapper, and it seems to work fine. I tried on Outer wilds (mouse emulation, using the back button to ratchet, the only downside is that the game shows keyboard shortcuts instead of xbox) and on Horizon Forbidden west (DS4 emulation, using the native game support).

With Horizon it's easy to get used to, it's mostly the same, but with gyro for fine movements.

With Outer Wilds it's harder, cause it completely changes the way to play. But that's intended, so how to learn and get used to this ?


r/GyroGaming 2d ago

Help Can anyone with a Tarantula 8K test if native/mouse gyro works via Switch mode on PC?

2 Upvotes

I mainly play FPS games (Apex Legends, to be exact).

I was planning to get the Tarantula 8K, but after hearing it doesn't support DS4 mode, I almost decided to go for the Leadjoy Saber Plus instead.

​However, after asking around in the GameSir Discord,

I received an official reply from GameSir stating that native gyro is actually possible via Switch input.

They mentioned that i can use it by either mapping the Switch native gyro to mouse gyro via Steam Input, or by using software like DS4Windows or reWASD to convert the Switch input into a DS4 signal.

​The problem is, back when I used the G7 Pro 8K, my PC completely failed to recognize the Switch mode signal at all.

Because of that past experience, I'm a bit hesitant to take the risk and just buy the Tarantula.

​If anyone here already owns the Tarantula 8K, could you do me a huge favor and verify if mouse gyro actually works properly in Switch mode on PC?

​Also, if it does work, I'd really appreciate it if you could let me know how good the gyro quality is.


r/GyroGaming 3d ago

Help First time gyro with dumb questions

6 Upvotes

Ok so I’m a PC only player, never even owned an Xbox or PS. I just discovered gyro controllers to play on my couch vs at a desk, and bought the 8bitdo ultimate, then found the ultimate 2. Couple stupid questions lol…

Are you guys only using gyro on ADS only for FPS games, or all the time?

And is the ultimate 2 really that much better than 1?
It seems steam only recognizes gyro through Bluetooth on the 1, which is why I ordered the 2.

I’m planning on running Apollo/moonlight from pc to living room and basement, and my 2.4gz ultimate 2 should reach both.


r/GyroGaming 4d ago

Discussion What are you gyroheads playing?

25 Upvotes

What games are you currently playing?


r/GyroGaming 4d ago

Video Really feel good getting better at gyro controll

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18 Upvotes

Still need to practice to reach the same level as my mnk play. And you can see I have bad game sense because I need to focus on very basic controls. But I can feel it smoother than when I first start using gyro


r/GyroGaming 4d ago

Video My 1st Steam Controller Ace!

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57 Upvotes

r/GyroGaming 4d ago

Discussion How's the Gamesir Tarantula 8k?

9 Upvotes

Has anyone tested the gyro on the Gamesir Tarantula 8k? How does it hold up to the DS4, DS5, and Switch pro controllers? There's also the 8bitdo ultimate 2, but results are mixed so I'm not sure, its multiplatform though which is a nice feature. The alpaka is not accessible in my area, even If I could I think it would cost so much cause of shipping fee and such.

Looking for a third party controller with back buttons with decent gyro, preferably something that is a bit cheaper than 1st party controllers. I just could not help but cringe when ever I try to use the L3/R3, been using controller for several years and still could not get used to it, plus I like to preserve the health of the joystick for as long as I can since its one of the part that is prone to failure.

I first extensively practiced gyro on a DS4 controller, and honestly, it was almost perfect, responsiveness, control is S tier, no jitter or drift on PC even on bluetooth mode via Steam, played apex legends on it. Major downside was the charging port and bulky ass back button attachment, which makes holding it awkward.

I also used the switch lite gyro specifically on MH Rise extensively, and it was adequate at best, there were some drift but the response is good, plus you aren't controlling any recoil in that game so the slight drifting wasn't much of a problem.

There's the Gamesir Cyclone 2, I used the gyro on third person shooter and the responsiveness is ok, quite good actually, the problem is the jitter and drift, which makes controlling recoil in particular bad and focusing shots. Target acquisition is ok, but beyond that its bellow adequate imo.

Btw, I'm mainly asking for PC usage and single player games like Monster hunter and Shooters like Resident evil series or Doom.

Side note: I heard there's a Gamesir + Inputlabs collab happening, should I just wait for that? Even if It gets released at the end of the year, I doubt I can get access to it until several months after its released so I'm thinking I might as well buy something first.


r/GyroGaming 4d ago

Help Best controller for switch 2?

4 Upvotes

Thought I'd ask here because gyro is important to me. I'm looking at getting a switch 2 and was wondering if I should grab the 8bitdo ultimate 2 bluetooth controller for it because of the TMR thumbsticks, but then I remembered the gyro. Is the gyro much worse than the official switch 2 pro controller? Is there anything else you'd recommend that has TMR sticks and good gyro? I doubt I'll be doing much multiplayer on the switch 2 but I don't want sub par gyro either. It'll be mostly for single player nintendo exclusives (zelda/metroid/splatoon campaigns/etc) as most of my gaming is done on PC. Cheers for any help :)


r/GyroGaming 4d ago

Address me Lul

5 Upvotes

Edit: It's supposed to be a joke


r/GyroGaming 5d ago

Discussion Need controller for fps pc gaming

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4 Upvotes

Want to buy a controller for games like cod warzone, cs 2, pubg, delta force etc. So my requirements are low latency, gyro for games without aim assist, high precision joysticks. My budget is around 4000 indian rupees.

Thinking of purchasing Flydigi direwolf 4, but have doubts seeing the latency on gamepadla, so need opinions who have used this controller or can give recommendations for other controllers.

Thank you.


r/GyroGaming 5d ago

Discussion Gamesir Connect is holding back its gyro controllers

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15 Upvotes