• Ever wanted an RSS feed of all your favorite gaming news sites? Go check out our new Gaming Headlines feed! Read more about it here.
  • We have made minor adjustments to how the search bar works on ResetEra. You can read about the changes here.

Mcjmetroid

Member
Oct 28, 2017
1,843
Limerick, Ireland
I meant more in terms of smoothness. I actually prefer how games like BOTW and Immortal Redneck do them. Butter smooth and full control over analog and Gyro. What I heard so far is it's somewhat janky like how Skyrim did it.

Reset button sounds like a good idea.

I only tried it briefly myself now and yes it is fairly shaky so far. I'm also ever experienced it in Splatoon 2 and so far it's a little shakier than that.

Did Doom and Wolfenstein nail it?
 

Etain

Member
Oct 25, 2017
1,800
Never really got into Splatoon Gyro Controls. Will still prefer normal controls.
Splatoon is a little imprecise because you're literally shooting paint around too though. I tended to like it more in Zelda (and Uncharted on Vita[start using it on PS4 and shame Microsoft for skipping it damn you]) for finetuning aim, and I can see the same here.

Might be worth seeing if I can use Steam overlay to do the same thing as well on PC though.
 

//ARCANUM

Member
Oct 25, 2017
2,404
Didn't have time to read through the whole thread, but I've been really wanting gyro in Fortnite switch. How's the implementation? And it works with a pro controller too right? Not just in handheld?
 

HeroR

Banned
Dec 10, 2017
7,450
I disagree with this; it depends on your preferences and how you configure your sensitivities.

There's essentially two ways to set it up, and it gives two different experiences based just on how you configure your sensitivities. There's 'regular stick sensitivity, low gyro sensitivity', where you are essentially controlling the game just like you would on a regular, non-gyro controller, and use the gyro to make small adjustments, essentially just replacing a controller's usual aim assist. This way is comfortable and 'natural' when being compared to the standard non-gyro enhanced dual sticks configuration most console games have. I would say 90% of your 'aiming' in this is stick, with gyro being the final 10% of fine tuning.

The OTHER way, is to set up with an absolutely ludicrous stick sensitivity, usually as high as is possible in game, with a 'medium' gyro sensitivity. With this set up, you are using the right stick *only* for adjusting your view left and right, and using gyro for all *aiming*. Essentially, as soon as there's a target, you stop using the stick and perform all aiming, large and small, with gyro. Any movements to be made within a 90* angle of your crosshair is done with gyro. Compared to the previous, only the first 10% of aiming, aka, 'getting a target on the screen to begin with' is done with the stick, and from there the gyro takes the next 90% of the aiming process.

And you can tell from video footage who is using which set up. Someone set up with the first option looks pretty much like any other controller footage, just a bit more precise, whereas someone using the second set up looks almost exactly like someone playing on m/kb.

Three. For me, I actually lower the sensitivity of the stick, while raising the motion controls to medium-high. Like on Splatoon 2, my stick is a -1 while motion controls is a +1.5 from default and I find the motion controls in DOOM to be slow since the max settings are only Splatoon 2's default settings, which was too low for me. basically, the sticks are only to control the camera and make small movements, while the motion controls themselves are where I do all the aiming, big and small.
 

jariw

Member
Oct 27, 2017
4,283
Awesome, glad to see that they listened to that feedback!

Hoping Panic Button keeps the trend going for Warframe.

Panic Button just got a question about it today on their Switch AMA:
For all of our titles for Nintendo Switch hardware, we look at what makes sense to leverage the special stuff the hardware can do.

We like solid, non-gimmicky, additive features, and that takes time and design for things like motion gaming. We did it for DOOM and Wolfenstein II, tho', so ... maybe? ;-)

https://www.reddit.com/r/NintendoSw...nic_button_ask_us_anything/e29axxs/?context=0
 

Aaronmac

Member
Nov 12, 2017
554
I had my own Doom, on Steam controller video, on Twitch a while back, when I thought I could be a streamer for a hot second there, and I had to tell people that I was using 'a controller' and not m/kb (due to speed and twitch like aiming), it's ultimately down to how you set your sensitivities.

Strangely, I have difficulty finding people with really high stick sensitivity and 'medium' gyro on video, but it's how I play and I love it. Feels just like m/kb, but honestly better. (IMO)

*Raises Hand*

Super High stick sensitivity for 1/3 to 1/2 second full 180 degree turn, high gyro sensitivity to also be able to almost 180 turn around by cranking my hands with just gyro if need be. I play all my PC games like this too, and I still feel way above average in skill level. There's not been a time lately where I've felt that even keyboard and mouse has a big advantage over this once you get good enough.
 

Deleted member 17207

user requested account closure
Banned
Oct 27, 2017
7,208
Sidebar:


Is it odd that the Playstation twitter account hasn't tweeted anything about Season 5 yet today? Am I getting my hopes up in thinking there's an announcement coming?

For the record, I know I am, but I still find that odd.
 

Crushed

Member
Oct 25, 2017
7,716
Hmm.

Maybe because it's you have to set your own sensitivities from scratch, but this doesn't feel nearly as good as any other gyro aiming I've done on Switch (Splatoon 2, BOTW, Doom, where I always have it on). I cannot find a sweet spot where it isn't either sluggish or way too jerky.
 

blondkayvon

Member
Oct 26, 2017
756
This is what's going to bring me back to Fortnite after I dropped off last season right before the crossplay fiasco. I'll lose all the stuff I have on my main account due to being locked to Sony's ecosystem but gyro controls is so worth it.
 

OryoN

Banned
Dec 1, 2017
157
Finally! I recently lamented the fact that too many shooters these days - including Fortnite - do not support southpaw controller options(lefty aiming). It's begining to feel like some weird bias against left-handed people or something. Whatever it is, it's certainly ridiculous to see shooter after shooter making it a norm to limit accessibility in this manner.

Anyway, I did hold out hope for motion controls, as more and more developers are realizing that this is a real thing, especially on Switch. I can finally now enjoy Fortnite!
 
Oct 25, 2017
3,722
*Raises Hand*

Super High stick sensitivity for 1/3 to 1/2 second full 180 degree turn, high gyro sensitivity to also be able to almost 180 turn around by cranking my hands with just gyro if need be. I play all my PC games like this too, and I still feel way above average in skill level. There's not been a time lately where I've felt that even keyboard and mouse has a big advantage over this once you get good enough.
Mouse still has its clear advantages, though they aren't NEARLY as pronounced as with Dual analog.
Gyro is a bit less consistent, and it's not as easy to hold a given angle -- think how with Mouse a lot of people aim at head height around corners... your natural body/hand sway can mess with that a bit. Combined with gyro drift, it just makes professional level consistency... less consistent.
That being said, for everything short of professional level aim, I think well practiced Gyro is more or less on par with well practiced mouse. Mouse has just had a LOT more time to be practiced and refined at this point. :V

Three. For me, I actually lower the sensitivity of the stick, while raising the motion controls to medium-high. Like on Splatoon 2, my stick is a -1 while motion controls is a +1.5 from default and I find the motion controls in DOOM to be slow since the max settings are only Splatoon 2's default settings, which was too low for me. basically, the sticks are only to control the camera and make small movements, while the motion controls themselves are where I do all the aiming, big and small.
Interesting way to set that up! But I think in the overall archetypes, this is close enough to the "10% stick 90% gyro" style, just even less reliant on the stick!
 

Doskoi Panda

One Winged Slayer
Member
Oct 27, 2017
14,957
Except Wii IR motion controls for shooters were ever more precise than Gyro.
Generally speaking, IR is worse across the board, compared to DualAnalog+Gyro. Wii IR is less quick, less precise, and less accurate. Sure, it's intuitive, and it feels good, but I think people continue to overstate its quality even now. Here's a collection of facts about Wii-style IR aiming that make it the lesser of the two motion control options for shooters:

- motion response times are less immediate than gyro

- Wii Remote IR sensors operate at at a 1280x720 resolution, which was fine when it was used for bounding-box style camera control systems in 480p FPS games, but less precise for controlling high-resolution games

- Wii Remote IR has a limited range - point too far up, down, or to the side (do anything that makes it so that the IR camera loses view of the sensor bar) and you lose all control over your aim for a moment. Gyro doesn't have that problem. I can make minuscule adjustments or extreme, 90 degree wrist twist style adjustments without worry.

- When using IR to control a shooter, the on-screen location of your cursor also determines your turning speed through a bounding box system, which makes it so that tracking moving targets becomes an exercise in juggling your screen position and your crosshair position simultaneously.

- Due to the nature of the bounding box system, it is more difficult to quickly and accurately orient your camera than even with an analog stick, and the accuracy of being able to point your crosshair at enemies... is offset by the fact that aiming your crosshair anywhere besides the center of the screen will generally cause camera movement that necessitates further adjustment to aim.

I played all the great Wii shooters to death. I spent time on Youtube back in the day watching people play, among other games, Conduit 2 and MW Reflex on Wii to pick up playstyle tips. I've never, not once, seen anyone play so well with a Wii Remote that they had convinced me that it's the excellent, unchallenged, mouse-level FPS input device it had been made out to be. The caveats are too great.




You can do stuff like this with DA+Gyro.

Not a single time since 2007 has anyone on the internet been able to show me an example of Wii IR pointing being used with this degree of accuracy and speed in a shooter game. The best I've ever seen were TCon2 players who overstated their skill with IR because they were on that console wars stuff back in the day (best FPS control scheme!! even better than a mouse!!) and because they had apparently never used a mouse to play a video game. And even those videos were kind of just jokes. Dudes looked like they were swimming through an atmosphere made of lite jello. Getting killed left and right by classic controller users, but - wow o damn! - dude got a headshot or two that he wouldn't have gotten if he were forced to play with dual analog... guess that means IR is the best around? ¯\_(ツ)_/¯

I've given this way too much thought
 
Last edited:

AndrewDean84

Attempted to circumvent ban with alt account
Banned
Oct 25, 2017
11,595
Fontana, California
I went 50/50/50 with my initial motion settings. Felt great, but I'm gonna tweak them to see different settings I may like more. Getting a kill with gyro aiming felt to god damn satisfying.
 
Oct 27, 2017
42,700
No, they weren't. They weren't anywhere near as precise as gyro assist.

They were intuitive and easy to use, though!

By virtue of the tech, the wiimote is more precise. Gyros essentially involve integrating angular velocities to find rotational distance, with an accelerometer as another check for orientation, but they're prone to drifting and noise. The wiimote straight up did triangulation between the remote and the sensor bar.

I vastly prefer gyro as well for the fact that they're fairly accurate nowadays and I don't have to worry about it freaking out when I tilt it around, but still
 

Doskoi Panda

One Winged Slayer
Member
Oct 27, 2017
14,957
By virtue of the tech, the wiimote is more precise. Gyros essentially involve integrating angular velocities to find rotational distance, with an accelerometer as another check for orientation, but they're prone to drifting and noise. The wiimote straight up did triangulation between the remote and the sensor bar.

I vastly prefer gyro as well for the fact that they're fairly accurate nowadays and I don't have to worry about it freaking out when I tilt it around, but still
Technically, sure, but using an IR pointing/bounding box system over gyro introduces a host of design issues which I explained above in my edit.
 

jakoo

Member
Oct 27, 2017
1,112
Man, I really wish my Fortnite account wasn't locked with my PS4. I played one round of Fortnite like a week before the Switch announcement and would love to play with Gyro controls.
 

Slam Tilt

Member
Jan 16, 2018
5,585

DavidDesu

Banned
Oct 29, 2017
5,718
Glasgow, Scotland
Ooh, can you use this with detached joycons..? The aiming in Zelda like this while playing on a TV was great.. would really improve my accuracy lol. I might actually play this on my Switch to see if I can get into it.
 
Oct 27, 2017
2,766
I hope they improve the performances and eventually target 60fps. An indie game like crazy justice (also battle royale, also UE4, also with cartoony graphics) will apparently do it, so no reason that Fortnite, with far more allocated resources, couldn't do it.

What's weird is that we know the Switch can run UE4 low-medium settings, which would include 60 FPS, so it should be more than capable of running Fortnite at that frame-rate. I feel the Switch version was a quick port job that was rushed out the door in time for E3.
 

henlo_birb

Member
Dec 15, 2017
1,884
Haven't tried it, but for gyro I prefer the one joycon in each hand. I don't like moving my whole pro controller around, so if you want to get into gyro but find the controller setup to be awkward, give one joycon a go -- it's a lot like aiming with a Wiimote.
 

Cloud-Hidden

Member
Oct 30, 2017
4,989
So, I just played a few rounds of Duos and cranked up all three motion bars... But I wasn't getting any motion control feedback at all; not while moving, not while aiming.

Is there anything else I need to do to enable this or... ?
 

GokouD

Member
Oct 30, 2017
1,124
I meant more in terms of smoothness. I actually prefer how games like BOTW and Immortal Redneck do them. Butter smooth and full control over analog and Gyro. What I heard so far is it's somewhat janky like how Skyrim did it.

Reset button sounds like a good idea.
Yeah to me something feels off, like they just mapped the slightly impriscise stick inputs straight onto the gyro rather than using the extra fidelity of gyro control to make it smoother. Hopefully they'll work on it.
 

Deleted member 17207

user requested account closure
Banned
Oct 27, 2017
7,208
So, I just played a few rounds of Duos and cranked up all three motion bars... But I wasn't getting any motion control feedback at all; not while moving, not while aiming.

Is there anything else I need to do to enable this or... ?
I had this issue playing in tabletop mode with the joycons attached. Pro controller wasn't doing anything. I took the joycons off and it suddenly worked.
 
Oct 25, 2017
6,814
Just played a quick game and keeping the sensitivity low for more minute aiming adjustments felt alright and seems like the way to go, for me personally anyway.
 

OryoN

Banned
Dec 1, 2017
157
So far, so good. My only complains are:

1) No single-button reset function for the gyro. In some controller options, some buttons are still unused, so lack of buttons doesn't seem to be the issue. It's not as intuitive being forced to manually reset the gyro's neutral position with the sticks. This subtle feature makes a bit difference in the competitive space.

2) It's playable, but due to the 30fps nature of the current Switch port, gyro fluidity certainly feels a significant step down from something like Splatoon. Interestingly, it even feels a bit choppier than Doom's. This is most likely due to Doom's motion blur tech which adds an overall smoother *feel* to whatever frame rate you're at.

All in all, as I said earlier; this was a much-needed feature for me, so I'm thankful. It could use a little additional tweak(s) though.
 

Crushed

Member
Oct 25, 2017
7,716
Okay, by using a similar setup to Doom I got it kind of okay. (Set stick Y to minimum, stick X to max, bump up the motion sensitivity very high and then work from there.)

X sensitivity 7, Y 1, Motion .75, motion targeting .4, motion scope .1 works alright for me now but I'll need to keep working on it.
 

ILikeFeet

DF Deet Master
Banned
Oct 25, 2017
61,987
You can do stuff like this with DA+Gyro.

Not a single time since 2007 has anyone on the internet been able to show me an example of Wii IR pointing being used with this degree of accuracy and speed in a shooter game. The best I've ever seen were TCon2 players who overstated their skill with IR because they were on that console wars stuff back in the day (best FPS control scheme!! even better than a mouse!!) and because they had apparently never used a mouse to play a video game. And even those videos were kind of just jokes. Dudes looked like they were swimming through an atmosphere made of lite jello. Getting killed left and right by classic controller users, but - wow o damn! - dude got a headshot or two that he wouldn't have gotten if he were forced to play with dual analog... guess that means IR is the best around? ¯\_(ツ)_/¯

I've given this way too much thought
 

ILikeFeet

DF Deet Master
Banned
Oct 25, 2017
61,987
IR pointing is pretty great when you're not also using it to control your camera. I always thought that Wii IR aiming would be at its absolute best if coupled with a second analog stick to turn the camera.
Well, the joycons come 75% of that way at least. Of course, what's missing makes the feel far from being as satisfying