AoC's gyro aiming is known to be wildly broken, sadly.I don't play a lot of shooters, so from a different perspective, it depends. In Breath of the Wild, aiming the bow with the stick and fine tuning with gyro was sublime. But in Age of Calamity, aiming your divine beast with the gyro was a nightmare, and felt like you were fighting it the whole time.
Ah, now I get what you are saying.Stick aiming is fixed movement, games sometimes add a certain movement threshold for the camera to start moving faster. Mouse & gyro are acceleration based since they can increase or decrease camera movement speed with finer accuracy than you ever could with stick. I had to do an entire research paper on aiming in games this past summer, so I had to look everywhere.
What you're thinking of is the fact that sticks start moving faster at a fixed point, which gyro lacks since it (like a mouse) can move faster or slower at your discretion.Ah, now I get what you are saying.
But gyro controls usually don't use an acceleration curve, right?
That's my main pet peeve with stick aiming.
Yes, exactly. Theoretically you could imagine a developer locking faster acceleration (sudden gyro) with increased movement (so you could quicky move cursor further) but hopefully noone does that.What you're thinking of is the fact that sticks start moving faster at a fixed point, which gyro lacks since it (like a mouse) can move faster or slower at your discretion.
In an ideal scenario, the gyroscope should act no differently than a mouse. I even did a whole thread on the topic.Yes, exactly. Theoretically you could imagine a developer locking faster acceleration (sudden gyro) with increased movement (so you could quicky move cursor further) but hopefully noone does that.
ITT everyone hates all motion controls because they tried it once in a bad to decent game in 2007 and was mildly uncomfortable for two minutes.
All the more reason why said gyro options should be brought over to the PS4/PS5 versions of DOOM Eternal. I'd buy the game in a heartbeat.I went back to Doom 2016 on PS4 after playing through it on Switch and it feels so rigid, almost impossible to play without motion controls imo.
So yes I also did the crazy thing of waiting for Eternal to release on Switch before playing it at all. Graphics downgrade, 30 fps – sure, but it's still the superior Doom experience to me.
All the more reason why said gyro options should be brought over to the PS4/PS5 versions of DOOM Eternal. I'd buy the game in a heartbeat.
I believe gyroscope sensors work on the basis of measuring angular velocity, however from the perspective of the user, it's a positional input: how far you rotate the controller should correspond to the rotation in-game. Mouse is also a positional input from the user perspective.On pc at least:
https://www.resetera.com/threads/status-of-metroid-prime-trilogy-on-dolphin.204438/
Isn't it because gyro is not acceleration based that it is so good?
x movement on the gyro always corresponds with y movement in the game
in contrast to the acceleration curve on sticks which changes dependent on the position of the stick.
For sure, I don't mind the option existing for people to use but in my case it would only make the experience harder so I really hope it doesn't become a 100% certainty with no way to change itThis is a good example of why it should always be an option. Of course, there are also going to be people whose hands and wrists are fine but who have issues with their thumbs - so again, it should always be an option.
IMO "gyro aiming" is usually referring to exactly this. People just find "gyro plus right stick aiming" to be a bit long and clunky.
It's great. I use it all the time on PC with the Steam Controller. IMO it really needs the flexibility you get on PC to define sensitivity and how it's is activated.
For Cyberpunk I currently have it activate in ADS only, but in other games I might have it active whenever I am touching the right pad ie messing with camera control.
I've actually tried it on PC and found that I don't jive so well with always-on or ADS in some games. I really want a third mode, where the gyro only activate when you have your gun/bow/whatever drawn.
You can, but your primary focus with gyro should be with the Y axis. Any horizontal movement can be handled via flick stick.I'll give it a shot now. Should the gyro handle both X/Y axis if I add flick stick?
A lot of the perceived accuracy of analog sticks comes down to aim assist. In reality, there's a pretty sizable gap between gyro & stick in terms of raw accuracy (let alone stick vs. mouse). At the end of the day, the edge gyro has over sticks is that, like a mouse, a gyroscope is an acceleration-based method of aiming.
Of course, there should be an option for just sticks for the same accessibility reasons as allowing for gyro aiming. More options are never a bad thing.
Hard to do that when the option has yet to be adopted in more games. And in the games that have it (Ex: Splatoon), it's being used by the vast majority. There's a reason why there was huge fan demand for gyro aiming in the likes of DOOM & TLoU2.You're comparing a shooting range with aomeone obviously highly skilled when the true test would be regular everyday players say in.....COD. And like haptic triggers they will probably turn it off after a couple games because it's more distracting than helpful in tense scenarios.
Do you typically disable X-axis, then? I'm testing both out. Also, I'm calibrating so that a down-flick's a 180, right? Sorry to be noob.You can, but your primary focus with gyro should be with the Y axis. Any horizontal movement can be handled via flick stick.
I usually leave it on for all axes in case I need to make an adjustment in any direction.Do you typically disable X-axis, then? I'm testing both out. Also, I'm calibrating so that a down-flick's a 180, right? Sorry to be noob.