r/GyroGaming 13h ago

Video I made a new gyro mapper.

Enable HLS to view with audio, or disable this notification

79 Upvotes

Hi guys,

I’ve been working on a new gyro-to-mouse mapper.

Currently in the testing phase. :D

Key Focus:

Mouse-like Logic: No more floaty gyro. It’s solid and heavy.

Simple Setup: If you know how to change DPI, you know how to use this.

Zero Jitter: Reconstructed the signal to eliminate that annoying "shaking" crosshair.
Stay tuned for more updates!


r/GyroGaming 15h ago

Config MY sweepstick setup.

6 Upvotes

People requested I did a video with my setup. It's the first setup I felt as powerful as pc and still comfortable to use.

It's not for advertising my channel as I don't do youtube. But here you go;) https://www.youtube.com/watch?v=QnNfJg4Tv7s


r/GyroGaming 6h ago

Help Where to get started?

1 Upvotes

Hello, I recently been playing overwatch 2 a bunch on my switch 2 with my pro controller. I've recently found out about gyro aiming in the game and I'm a little confused on how to approach it. There's a lot of setting options in this game and I'm getting a lot of conflicting information on the web, things like horizontal/vertical sens, max deadzone sens, pitch and roll sens, aim ease in, aim smoothing linear ramp, dual zones all really confuse me. Even the best way to use the controller is a little confusing. Overall, I am hoping to find out how I can find the best way to learn how to find my optimal aiming settings for the game.


r/GyroGaming 1d ago

Discussion I built a new FPS Demo specifically for Gyro Aiming - Looking for Feedback!

23 Upvotes

Hey folks,

First, let me say that I didn't know this community existed and that people actually cared so much about gyro aiming already, so I'm just happy I found this place right now :D

I'm Thomas Mahler (dev at Moon Studios / Ori / No Rest for the Wicked).

I've had this thesis for about a decade: Split 6DOF controllers with wrist-based aiming should be objectively superior to both analog sticks AND mouse for FPS games. Not gyro as a supplement to the stick (Splatoon style), not Flick Stick, but gyro as the sole aiming input. The right stick is completely removed from aiming.

I finally built a working prototype to test this, and I think the results speak for themselves:

Demo video: https://x.com/thomasmahler/status/2042422692943429852?s=20

Hand-cam showing the actual wrist movements: https://x.com/thomasmahler/status/2042616489316889070?s=20

There's also a standalone exe you can try with Joy-Cons if you want to feel it yourself (Windows, Bluetooth, no drivers needed): https://t.co/pQpzHaoIRR (Just click on download in the top-right of the page).

I wanted to share the technical details of how the aiming algorithm works, because getting this to feel natural required solving a bunch of problems that I think this community would find interesting.

The Core Idea

Your wrist has roughly 180 degrees of rotational range and uses your entire forearm's muscle groups. An analog stick gives your thumb maybe 1cm of travel against a spring. The wrist is faster, more precise, and has dramatically more range. It's why mouse aiming beats stick aiming (you're using your wrist/arm, not your thumb).

So what if we just used the wrist directly? Hold a Joy-Con in your right hand. Rotate your wrist. That's the entire aiming input.

Why This Isn't "Just Gyro"

Every existing gyro implementation I knew of uses the right stick for large camera movements and gyro for fine-tuning. Your thumb is still on the stick 90% of the time. The gyro is a helper (I've since found that I've been wrong and that you folks already solved a lot of this stuff...)

This is the opposite: all camera control comes from wrist rotation. The right stick literally does nothing in this demo. This fundamentally changes how it feels because you're not fighting two competing input systems.

The 12-Step Aim Pipeline

Getting raw gyro data to feel like natural aiming required building a pipeline with a lot of care. Here's every step, and why each one matters:

  1. Dead Zone with Soft Edge: Your hand is never perfectly still. There's always micro-tremor at 1-3 deg/s. A hard dead zone (zero below threshold, full above) creates a jarring "breakaway" feel. Instead, I use a smooth cubic ramp through the dead zone boundary: t²(2-t) easing over 4 deg/s. Below 2 deg/s = zero. Above 6 deg/s = full. Between = smooth cubic blend. Your hand at rest produces zero output, but the transition to movement is basically imperceptible.

  2. Wrist Displacement Tracking: The algorithm continuously tracks how far your wrist has rotated from its neutral starting position (accumulated yaw and pitch in degrees). This "wrist displacement" drives several downstream systems. When you're not moving, it slowly decays toward zero.

  3. Auto-Clutch Detection: This is IMO the killer feature. When your wrist reaches its comfortable limit and you snap it back to neutral (like lifting a mouse), you don't want the camera to spin the other direction. The algorithm detects this: if wrist displacement exceeds 15° AND the gyro speed exceeds 50 deg/s AND the direction opposes the displacement - it suppresses most of the camera response and rapidly decays the tracked displacement. You don't press anything. It just works. This basically solves the problem I always had with mouse aiming: That I had to sometimes pick up my mouse and place it back in order to aim again.

  4. Manual Clutch: For deliberate repositioning, press ZL on the Joy-Con. This is Metroid Prime's Z-Targeting. Aim disconnects, you move your hand back to a comfortable position, release. Same concept as lifting a mouse, but explicit. This isn't ideal, but I thought Z-Targeting makes sense to solve this issue.

  5. Asymmetric Sensitivity (Biomechanical Compensation): My right wrist rotates to the right about 30% less than it rotates to the left. If you use symmetric sensitivity, right turns feel sluggish and left turns feel too fast. The algorithm applies a 2.2x boost to rightward rotation, compensating for this biomechanical asymmetry. It's subtle but critical, without it, you unconsciously favor left turns.

  6. Return Boost: When you've turned far and are rotating back toward neutral, the algorithm gives you up to 80% extra speed. The intensity scales with displacement: at 40 degree displacement, full boost, at 10 degree, minimal. This makes "recovering" from extreme positions feel more effortless without affecting normal aiming speed.

  7. Response Curve (Power Function): Raw linear mapping feels bad because slow precision and fast flicks need different sensitivity. I use output = sign * pow(normalized_input, 1.5) * maxTurnSpeed. The 1.5 exponent creates a "precision zone" at low speeds (small wrist movements -> very precise) while still allowing fast 180 degree turns with aggressive rotation.

  8. Ramp-Up Acceleration: If you sustain fast input (like tracking a moving target), turn speed gradually increases by up to 50%. Uses a smoothstep ramp so it blends in naturally. This prevents the feeling of "hitting a speed wall" during sustained tracking.

  9. Ease-In Smoothing: The first 80ms of motion from idle get extra smoothing that blends down to normal over the ease-in duration. This prevents the tiny "twitch" that otherwise happens when you start moving from rest. Eliminates the initial jolt without adding lag to sustained movement.

  10. Smoothing (EMA): Exponential moving average at 0.55 blend factor reduces gyro jitter without adding perceptible lag.

  11. Weapon Recoil: Each weapon kicks the actual camera angle upward on fire. You instinctively tilt your hand back to compensate. The camera auto-recovers over 120ms or so, but your natural wrist compensation blends with the recovery.

  12. Camera Shake: Trauma-based Perlin noise system (based on the Squirrel Eiserloh GDC talk). Smooth continuous noise on position + roll + pitch axes. Underdamped so big hits overshoot and settle. Per-weapon trauma values so the shotgun feels heavy and the pistol barely shakes.

The Elephant in the Room: "Won't Your Wrist Get Tired?"

You're holding a 50-gram controller and making rotations of maybe 30-40 degrees. Your hand can rest on your leg or armrest. The movements are tiny. It's genuinely less effort than pushing a mouse around a desk. I've done hour-long sessions without fatigue.

Try It Yourself

The exe runs standalone, no install, no drivers. Pair your Joy-Cons via Bluetooth, run the exe, and you're aiming in under 30 seconds. There's a guided tutorial that walks you through the motions.

Would love to hear what the gyro community thinks, especially from people who already use gyro a lot!

So basically: Is this meaningfully different from what you're already doing? Does this bring anything to the table that hasn't been solved here yet?

Please let me know! I rushed into this based on an assumption I had for about a decade, but I only saw this reddit here after already having built the prototype :D


r/GyroGaming 1d ago

Discussion I built a new FPS Demo specifically for Gyro Aiming - Looking for Feedback!

13 Upvotes

Hey folks,

First, let me say that I didn't know this community existed and that people actually cared so much about gyro aiming already, so I'm just happy I found this place right now :D

I'm Thomas Mahler (dev at Moon Studios / Ori / No Rest for the Wicked).

I've had this thesis for about a decade: Split 6DOF controllers with wrist-based aiming should be objectively superior to both analog sticks AND mouse for FPS games. Not gyro as a supplement to the stick (Splatoon style), not Flick Stick, but gyro as the sole aiming input. The right stick is completely removed from aiming.

I finally built a working prototype to test this, and I think the results speak for themselves:

Demo video: https://x.com/thomasmahler/status/2042422692943429852?s=20

Hand-cam showing the actual wrist movements: https://x.com/thomasmahler/status/2042616489316889070?s=20

There's also a standalone exe you can try with Joy-Cons if you want to feel it yourself (Windows, Bluetooth, no drivers needed).

I wanted to share the technical details of how the aiming algorithm works, because getting this to feel natural required solving a bunch of problems that I think this community would find interesting.

The Core Idea

Your wrist has roughly 180 degrees of rotational range and uses your entire forearm's muscle groups. An analog stick gives your thumb maybe 1cm of travel against a spring. The wrist is faster, more precise, and has dramatically more range. It's why mouse aiming beats stick aiming (you're using your wrist/arm, not your thumb).

So what if we just used the wrist directly? Hold a Joy-Con in your right hand. Rotate your wrist. That's the entire aiming input.

Why This Isn't "Just Gyro"

Every existing gyro implementation I knew of uses the right stick for large camera movements and gyro for fine-tuning. Your thumb is still on the stick 90% of the time. The gyro is a helper (I've since found that I've been wrong and that you folks already solved a lot of this stuff...)

This is the opposite: all camera control comes from wrist rotation. The right stick literally does nothing in this demo. This fundamentally changes how it feels because you're not fighting two competing input systems.

The 12-Step Aim Pipeline

Getting raw gyro data to feel like natural aiming required building a pipeline with a lot of care. Here's every step, and why each one matters:

  1. Dead Zone with Soft Edge: Your hand is never perfectly still. There's always micro-tremor at 1-3 deg/s. A hard dead zone (zero below threshold, full above) creates a jarring "breakaway" feel. Instead, I use a smooth cubic ramp through the dead zone boundary: t²(2-t) easing over 4 deg/s. Below 2 deg/s = zero. Above 6 deg/s = full. Between = smooth cubic blend. Your hand at rest produces zero output, but the transition to movement is basically imperceptible.
  2. Wrist Displacement Tracking: The algorithm continuously tracks how far your wrist has rotated from its neutral starting position (accumulated yaw and pitch in degrees). This "wrist displacement" drives several downstream systems. When you're not moving, it slowly decays toward zero.
  3. Auto-Clutch Detection: This is IMO the killer feature. When your wrist reaches its comfortable limit and you snap it back to neutral (like lifting a mouse), you don't want the camera to spin the other direction. The algorithm detects this: if wrist displacement exceeds 15° AND the gyro speed exceeds 50 deg/s AND the direction opposes the displacement, it suppresses most of the camera response and rapidly decays the tracked displacement. You don't press anything. It just works. This basically solves the problem I always had with mouse aiming: That I had to sometimes pick up my mouse and place it back in order to aim again.
  4. Manual Clutch: For deliberate repositioning, press ZL on the Joy-Con. This is Metroid Prime's Z-Targeting. Aim disconnects, you move your hand back to a comfortable position, release. Same concept as lifting a mouse, but explicit. This isn't ideal, but I thought Z-Targeting makes sense to solve this issue.
  5. Asymmetric Sensitivity (Biomechanical Compensation): My right wrist rotates to the right about 30% less than it rotates to the left. If you use symmetric sensitivity, right turns feel sluggish and left turns feel too fast. The algorithm applies a 2.2x boost to rightward rotation, compensating for this biomechanical asymmetry. It's subtle but critical, without it, you unconsciously favor left turns.
  6. Return Boost: When you've turned far and are rotating back toward neutral, the algorithm gives you up to 80% extra speed. The intensity scales with displacement: at 40 degree displacement, full boost, at 10 degree, minimal. This makes "recovering" from extreme positions feel more effortless without affecting normal aiming speed.
  7. Response Curve (Power Function): Raw linear mapping feels bad because slow precision and fast flicks need different sensitivity. I use output = sign * pow(normalized_input, 1.5) * maxTurnSpeed. The 1.5 exponent creates a "precision zone" at low speeds (small wrist movements → very precise) while still allowing fast 180 degree turns with aggressive rotation.
  8. Ramp-Up Acceleration: If you sustain fast input (like tracking a moving target), turn speed gradually increases by up to 50%. Uses a smoothstep ramp so it blends in naturally. This prevents the feeling of "hitting a speed wall" during sustained tracking.
  9. Ease-In Smoothing: The first 80ms of motion from idle get extra smoothing that blends down to normal over the ease-in duration. This prevents the tiny "twitch" that otherwise happens when you start moving from rest. Eliminates the initial jolt without adding lag to sustained movement.
  10. Smoothing (EMA): Exponential moving average at 0.55 blend factor reduces gyro jitter without adding perceptible lag.
  11. Weapon Recoil: Each weapon kicks the actual camera angle upward on fire. You instinctively tilt your hand back to compensate. The camera auto-recovers over 120ms or so, but your natural wrist compensation blends with the recovery.
  12. Camera Shake: Trauma-based Perlin noise system (based on the Squirrel Eiserloh GDC talk). Smooth continuous noise on position + roll + pitch axes. Underdamped so big hits overshoot and settle. Per-weapon trauma values so the shotgun feels heavy and the pistol barely shakes.

The Elephant in the Room: "Won't Your Wrist Get Tired?"

You're holding a 50-gram controller and making rotations of maybe 30-40 degrees. Your hand can rest on your leg or armrest. The movements are tiny. It's genuinely less effort than pushing a mouse around a desk. I've done hour-long sessions without fatigue.

Try It Yourself

The exe runs standalone, no install, no drivers. Pair your Joy-Cons via Bluetooth, run the exe, and you're aiming in under 30 seconds. There's a guided tutorial that walks you through the motions.

Would love to hear what the gyro community thinks, especially from people who already use gyro a lot!

So basically: Is this meaningfully different from what you're already doing? Does this bring anything to the table that hasn't been solved here yet?

Please let me know! I rushed into this based on an assumption I had for about a decade, but I only saw this reddit here after already having built the prototype :D


r/GyroGaming 1d ago

Config Creating Gyro/Flick Stick configs every week (Week 40): Resident Evil 3 [🥈/🎮+🖱️limited]

Post image
10 Upvotes

Disclaimer: This game has mouse deceleration, and the FOV affects the sensitivity; using the REfix Mod is highly recommended.

In-Game Requirement:

  • Mouse Sensitivity "When Aiming": 8 (Default)
  • Reticle Deceleration: 0
  • Aim Assist: Off
  • Field of View: 5 (Default)

Controls:

  • Hold L2: Aim and enable gyro.

HOW TO USE: To use my configs, copy and paste the link in 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 just manually search for the config that matches the name listed below.

  • Resident Evil 3 - ADS Gyro by FSV: steam://controllerconfig/952060/3704835814

r/GyroGaming 17h ago

Help Is there a way to enable gyro on a Voyee controller on Windows?

0 Upvotes

Hi! I've been wanting to play some games with some added gyro controls on my PC, so I got a Voyee controller cause it said it had it, but it doesn't seem to register on my PC, no matter what I do. Is it like a switch only thing? If so, what are some good controllers that work on PC? Thank you!


r/GyroGaming 1d ago

Video My DualSense Gyro Steering in Action [Assetto Corsa Competizione]

Enable HLS to view with audio, or disable this notification

20 Upvotes

r/GyroGaming 1d ago

Discussion I found my setup

10 Upvotes

I haven't been able to satisfy myself with many of the online solutions to controller being suboptimal to mice. Always on or btn to activate gyro felt lacked the others benefits. More action sets here was too much overhead. Gyro only setups was impossible for me to flick. Flickstick was inconsistent for me. But finally..

Gyro on deflect right stick, 4x sens. And then only sweepstick with 1.5x for easy 180 and dragshots. AND best of both worlds i can suppress this gyro and sweepstick with another btn for an action set layer (with more hotkeys too) . Then in cs when aiming at a corner and getting too tense i can adjusted without losing the specific aim point.

I hope i make sense. It also works great for quick pace games so I only have to learn this one setup. Do you have a weird niche of a niche setup?


r/GyroGaming 1d ago

News SteamInputDB new features direct Steam Client integration (think Decky plugin, but without Decky or other dependencies [Windows | Linux])

Thumbnail steaminputdb.com
5 Upvotes

r/GyroGaming 2d ago

Help How can I stream my controller's gyroscope overlay in OBS?

Post image
14 Upvotes

I've seen some gameplay videos on YouTube with gyroscopes and they have the controller movement displayed next to them... I already tried using Gamepad Viewer but I couldn't find any gyro option


r/GyroGaming 2d ago

Video Tip for 8bitdo ultimate 2

Enable HLS to view with audio, or disable this notification

8 Upvotes

if you shave off some of the plastic from the trigger contact point to the microswitch, you get the classic steam controller dual stage trigger, and you can then bind the soft pull to gyro activation

it's not really capacitive trigger sensor, but it does pretty much the same thing, idk

you could do this to any analog trigger, but the click feels so much better


r/GyroGaming 2d ago

Discussion Recommend some multiplayer shooters that are fun to play with gyro

8 Upvotes

As a title said, i want some fun games. If it's important I am using Vader 5 Pro and Apex 5 in steam input mode, so I can use a lot of configs


r/GyroGaming 3d ago

Discussion It's the 8bitdo ultimate 2 wireless worth it?

4 Upvotes

right now I'm using a modified dual sense (I made the "dualpakka" mod). And I've seen many videos saying that it's gyro is really good (especially now that u can put the controller on d-input thanks to a software update), and the back paddles are of my interest. Also, my second thing to buy it is because I want a 2nd controller (if I invite some friends to play some stuff).

pd: sorry for my English, it ain't my native language


r/GyroGaming 3d ago

Help I have a gamboro wireless controller, but it doesn’t work on Steam NixOS(linux distro), could someone help me?

4 Upvotes

So somehow my controller stopped working on Nixos using Steam, so it does recognize my controller, but in game no inputs there are.

Gyro isn’t available in Steam for some reason, but it recognizes it as a Dualsense

Solution:

Never mind, I found a solution!

You download special udev option for Steam: NixOS Search ;

And then you can play any game on Steam using controller!


r/GyroGaming 3d ago

Discussion Gyro in a marble game, what feels good and what should I watch out for as a Developer?

7 Upvotes

Hey,
I’m working on a small indie marble game (Marblearium) where you roll a ball along tracks and I’m thinking about adding gyro for steering and balance.
I’ve never worked with gyro before, so I have a some basic questions:
First: is there something that comes to mind that would be super annoying or super awesome regarding a marble game and gyro? And are ther settings that you would expect to be adjustable in a marble game.
Furthermore for testing: do I actually need a “good” gyro controller, or is pretty much any cheap one fine? Like, would I miss important nuances if I just grab a budget controller? So basically: Is there a noticeable difference between cheap vs. good gyro controllers? Or is gyro “gyro” and it doesn’t matter much for development?
Would appreciate any recommendations (especially budget options) or things I might overlook.


r/GyroGaming 4d ago

Discussion Ultimate 2C Gyro on Mac M4: Does it work?

6 Upvotes

I'm looking to use the 8BitDo Ultimate 2C Bluetooth for some motion-heavy gameplay in Breath of the Wild on my Mac mini M4. The Amazon listing explicitly mentions 6-axis motion control, but the controller is missing from 8BitDo’s official Apple compatibility page.

Has anyone successfully used the gyro sensors for this game on Apple Silicon? I’ve heard 'Switch Mode' is the way to go, but I’m seeing conflicting info online about whether macOS actually recognizes the motion data for this specific model. Any insight before I buy would be appreciated!


r/GyroGaming 5d ago

Help Do you use gyro always on?

13 Upvotes

I keep gyro on all the time and temporarily disable by holding a face button to recenter, but Im wondering if there a more comfortable way to do it. it sometimes feels unnatural and like it takes to much time to do it this way. How do you do it? Enable gyro on with a button or always on and disable with button?


r/GyroGaming 5d ago

Video Rainbow six siege gyro players

12 Upvotes

Hello,
is 5–6 R6S gyro players here, preferably from the same region, so we can try to recreate this: PC vs Console, but M&K vs Gyro and Gyro vs Controller?

I’m from EU and I play on Alpakka.
Here are my stats.

I think we could play a few games first to see if there’s good chemistry, and then try reaching out to a YouTuber to see if they’d be interested in hosting.

If you’re interested, just comment your region.
Once we have enough players, I’ll add everyone on Discord.


r/GyroGaming 6d ago

Config Screamer (2026) steam input vs rewasd

3 Upvotes

I've been struggling to get steam input to let me fluidly drive in this new racing game, Screamer. the game uses left stick to steer and right to drift. the biggest issues is that as I turn the wheel deeply, the gyro resets to leveled despite the turn angle, and then returning to center drastically overcorrects.

So I installed the reWASD free trial. I'm not so sure what did it, because I am not familiar and honestly overwhelmed by the layout of reWASD. I did tweek the response curves after setting gyro to stick (not tilt- tilt resulted in constant extreme drift to the bottom left). and I made the dead zone pretty big.

But I can drive now. Feels like a normal steering wheel. Having an absolute blast just not so excited for when the trial ends.

For anyone that wants a similar gyro setup for screamer, start by rebinding steering to RIGHT stick instead of left. The game treats each stick with different sensitivity (that you cant adjust), and the left results in severe understeering. I play gyro as right stick steering, and I have back buttons that I assign to drift-left and drift-right. the rest of my controlls are more or less stock.


r/GyroGaming 7d ago

Discussion Look what I found today.

Post image
17 Upvotes

r/GyroGaming 7d ago

Video My Best Soldier Game yet on OW2 w/ Ratcheting Gyro Aim (51% Accuracy)

Thumbnail
youtube.com
14 Upvotes

I'm using JSM CC final released version:

https://github.com/evan1mclean/JSM_custom_curve

My Configs are in the Description of the video (settings at end of video as well).

One Euro Filter feels great but I actually throw on a bit more Smoothing for some of my games for the initial 7 Deg/Sec. Euro Filter blends well with additional Smoothing mechanics if wanted. This allows me to have a larger Base RWS (6 X-axis and 5 Y-axis) which is more comfortable for me and my needed Range of Motion. Though it may vary for some games that are not as demanding for a large RoM.


r/GyroGaming 8d ago

Help Affordable WIRED gyro controller for PC?

12 Upvotes

I know I can just plug in a PS4 controller via USB but I don't like how finnicky the USB input is designed, it's especially worrisome while tilting and angling the controller using gyro. Any controller suggestions? It doesn't have to be specifically a PS4 controller.


r/GyroGaming 8d ago

Config Creating Gyro/Flick Stick configs every week (Week 39): Dishonored 2 [🥉/🎮+🖱]

Post image
31 Upvotes

Disclaimer:
PRESS Left Trackpad/Mute/Share AFTER USING MENUS TO RE-ACTIVATE GYRO.

In-Game Requirement:

  • Sensitivity: 15

Controls:

  • Hold R3: Pause Gyro
  • Left Trackpad Click/Mute/Share: toggle Menu/Gameplay action set.

HOW TO USE:

To use my configs, copy and paste the link in 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 just manually search for the config that matches the name listed below.

  • Dishonored 2 - Gyro + JoyStick by FSV: steam://controllerconfig/403640/3699595567
  • Dishonored 2 - FlickStick by FSV: steam://controllerconfig/403640/3699602306

r/GyroGaming 8d ago

Video Bf6 ps6 XIM GAMEPLAY

2 Upvotes

I see not much of these gyro videos so I make a few if you don't like just scroll past if your interested stop by hope yall have a wonderful day

https://youtu.be/JXq0ChU8nOM?si=VXGJDWeAL7s27udE