Mouse-like Precision Without Aim Assist: Making Good Gyro Controls
Talkat GCAP 2022: Ambition · on Wednesday, 2022-10-05· at 15:00· Room 109, 1 Convention Centre Place South Wharf, Victoria 3006·
summary
Gyro aiming can reach mouse-like precision by sampling at high rates, averaging multiple gyro samples per frame and disabling aim assist for gyro input; implementations used JoyShock Mapper, Fortnite and Deathloop as examples and a House of the Dead remake improved after applying these fixes. Recommend 200+ Hz sampling, a natural sensitivity scale up to 20× with 0.1 increments, and a tightening threshold ~5°/s to suppress shake. Also describe player-space vs world-space orientation, soft tiered smoothing, two-frame average for vibration, and a bindable gyro-off modifier for repositioning.
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chapters (20)
- 0:00Introduction to gyro
- 1:02Advantages of gyro controls
- 2:29The speaker's expertise
- 4:48How gyroscopes work
- 6:17Basic gyro implementation
- 8:09Player workflow and adoption
- 10:07Why games should include gyro
- 12:30Platform support and tools
- 13:34Five concerns for feel
- 17:26Avoiding bad feel
- 21:02Orientation and settings
- 24:25Sensitivity and scale
- 28:44Studying and tightening
- 31:56Repositioning and disabling
- 36:16Advanced orientation
- 38:42Player space gyro
- 41:46Advanced sensitivity
- 43:28Advanced smoothing
- 45:04Advanced features
- 47:26Summary and checklist
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