this post was submitted on 02 Mar 2026
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Gaming

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[–] merc@sh.itjust.works 4 points 2 days ago (1 children)

It's not even that realistic. In real life, you need to apply constant pressure downward to keep a machine gun firing level, but not constant movement.

Yeah, exactly. Pushing downwards slightly with a thumb stick / joystick might be a reasonable approximation. But, the whole thing you're trying to do is to prevent any movement.

But, I like your idea for the shifting aim point. If they ever try to do one for a mouse again, that would make more sense.

[–] sp3ctr4l@lemmy.dbzer0.com 2 points 1 day ago

You could do the same with a mouse by making it so if you hold the trigger down, the mouse now acts like a joy con, based from where the mouse / aimpoint was when you began to hold down the trigger.

IE, instead of mouse movements being absolute, it now acts as a mouse to joycon emulator.

Aimpoint/camera rotation is now accelerating by the amount the mouse is moved away from the 'began to hold down trigger' point, as opposed to being 1:1 movement.

With controllers, you could also do the sort of wiimote style, most controllers have spatial awareness via acceleromators these days... but that would reveal to players how weak their arms are, so it wouldn't be very popular, lol.

But, for some reason, thats completely fine and normal and accepted for VR controllers, VR FPS games.

Hell, there's the old glasses that people would get for milsims and sometimes flight sims, for games where your weapon/interaction aimpoint, and your viewpoint, are disconnected and can be moved independently.