Understood. Yeah, the current controller setups (dual analong and mouse+keyboard) are likely going to stay as the standard controller input for quite some more time, indeed, i agree.Yeah I'm not really arguing for a controller standard, not anymore. It's not happening. Dual analog + gyro like Switch and DS4 and 5 are good compromises, since some games just play better with dual analog, like Nier Automata with it's twin stick shooter modes and things.
As you mentioned later, the Steam Controller didn't fit with a lot of pc players because mouse and keyboard works well, and the only annoying part of this combo to me is having so many buttons put all over the keyboard because there's space for it. I sometimes have to look down at it to hit 3-7 and the right side of the keyboard when I'm using the mouse already (JKL;). I tried finding a alternative to the keyboard like those gamepads, something to give me a analog for WASD movement (analog is better for this to me) and a good amount of buttons to assign the usual keyboard hotkeys. The Azeron was the closest thing as it's analog actually works as a analog unlike other game keypads.
Yeah, mouse+keyboard are probably still controller input that can give the most precision i think, at least the mouse when it comes to aiming. So thats probably with the Steam controller didnt do better, i agree. Do we know how many Steam controllers that were sold in total, by the way?
Dang, the design of that mouse is pretty cool/unique. Almost look like some form of bionic hand. Do you use that Azeron device?
Understood. It might be because not enough people ask for it, yeah. And after all, adding a new feature requires extra work, a small or a big amount, so if "no one" wants it, it might not be worth doing. I think it would be nice to see gyro being supported in more games as an option at least, and hopefully it wont be that much work to "port" such feature over to another gaming system that also supports gyro controls :)I have no clue. I've been off of consoles for most part since the launch of PS4 due to PS+ being required for online gaming on non free to play and subscription based games. It seems to be that not enough PS4 players asked for it like the Switch gamers. I follow and watch streams from the Warframe developers and Switch viewers were all on top of asking about gyro from the start.
It does, it's much closer to mouse and keyboard. I actually like gyro on the controller more than mouse/keyboard because of the comfort (the keyboard part is uncomfortable to me).
This is the person that created FlickStick which is now supported on Steam, and apparently some PS4 games are working with him too.
I understand. Once one get used to gyro, i can definitely see it being better for stuff like fine tuning aiming, indeed. And a with any controller input, it also depends on how experienced/good one are with it (the more experience one have, the easier it is to use it in the best way possible). But would it be a legit concern if gyro is in general seen as much better than dual analog in terms of multiplayer balance? In a similar way that mouse+keyboard VS analog sticks is a concern because mouse+keyboard can be much more precise. I havnt really seen that much talk about such potential balance issues when it comes to gyro aiming, so thats why i was wondering if gyro was really THAT much better in terms of giving a big advantage over others, but honestly i havnt really looked too much into it, so i might have missed something.
I'm not sure what the best solution would be though. Maybe having seperate servers that allows both gyro aiming and dual analog (maybe even mouse+keyboard as well) to be used as a controller input, and servers that only allows dual analog. I dont think removing gyro aiming from a game is the best solution, since then theres less controller options after all.
I guess it also depends on which game thats being played. I've played cross platform (PS4 VS PC) with Call of Duty: Modern Warfare (the 2019 release), and i've been fine with that. I felt that the competition was still fair eventhough that i played against keyboard+mouse players. One reason for that might be because the TTK (Time To Kill) in the CoD games are pretty low, especially when playing Hardcore-mode (where one die after like 1-2 shots). So once you see an enemy and get the aim on him/her first, it doesnt take much to get the kill in that regards. While other games with a higher TTK, there more movement/aiming might be required to get the kill, and then the controller inputs might matter even more.
On a side note Modern Warfare 2019 does also support native mouse+keyboard controllers on the PS4 (maybe on the Xbox One as well). So at least it is an option for PS4 players to use another controller input as well :)
Thanks for the video. FlickStick seems like an interesting thing i think :)
Oh ok, i see. Thanks for the pictures :) Is there any advantages to use Xinput by the way, lets say over something like reWASD? Its been a while since i was more into PC gaming, so maybe i'm misunderstanding something.When I mention mapping I mean assigning buttons to the controllers for a layout for a particular game. Steam Input and reWASD, for example, allow you to map buttons in whatever way you want, or to share profiles with others using a ranking system to look for the most popular configs.
Think about the way games allow you to pick between around 3 different layouts, and maybe let you change a few things like which button is jump and which is reload. With a controller that has gyro since there's no gyro on Xbox controller Microsoft doesn't improve Xinput on Windows OS to support gyro in controllers to act as they should, a precise mouse like input. So these controllers have to attach the gyro data to the mouse input. The problem with that is if you keep the default controller button input (likely xbox since it's windows) then try to mix it with mouse via gyro, that causes problems with a ton of games creating the stutter due to the transition of trying to use both input types at the same time.
Examples of the mapping apps. Note how the MGSV example (blue) has mouse/keyboard + normal controller buttons assigned to it. Likely MGSV doesn't have that stutter input effect and they both can be used together without a problem.
Understood, its good that you have a good amount of controllers available with gyro aiming :)I can't go back. Steam Controller is dead, I have a few backups, but when these break down (they feel cheap and internals break and stop working often) at least I have a unlimited supply of Playstation, and Nintendo controllers out there, including their future controllers.
And yeah, it can defintely be somewhat hard to go back to something in this regards, indeed. I mainly started gaming on consoles (back in the NES days), then i went mainly over to PC for many years, and then back to consoles again. I remember playing a lot of Medal of Honor Allied Assault on PC. I then went back to it just to try it out again after a few years, and i found it hard to aim with the mouse again, hehe. I need my brain/muscle memory to be adjusted to play well with mouse+keyboard again :)
But in the end, as mentioned earlier, i hope that more games will support gyro aiming, even if i dont use it myself (at least not yet). I more than welcome gyro aiming as an option. I think having more controller options can be a good thing :)
EDIT: I added a bit more text.
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