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submitted 3 weeks ago by ylai@lemmy.ml to c/steamdeck@lemmy.ml
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[-] thantik@lemmy.world 16 points 3 weeks ago

Hell yeah; I still haven't been able to convince Xbox users that gyro aiming is literally next generation; mostly because of their confirmation bias and Xbox controllers not having the feature yet.

Getting this hardware access available as far and wide as possible is going to make handheld gaming more attractive than ever.

[-] Vilian@lemmy.ca 7 points 3 weeks ago

idk man, even ps games don't use gyro, no?

[-] big_slap@lemmy.world 9 points 3 weeks ago

they do. I know that the ps5 versions of call of duty have gyro aiming as a feature you can toggle on

[-] Flatfire@lemmy.ca 6 points 3 weeks ago

The controller has gyro, and games like Horizon Zero Dawn/Forbidden West do make use of it. There are others as well, but I'm not familiar enough with the library to recall specifics

[-] Vilian@lemmy.ca 3 points 3 weeks ago

but is really good festures?, or just a gimick?

[-] Flatfire@lemmy.ca 6 points 3 weeks ago

It's quite good. It helps a lot with making minute adjustments to aim that the control sticks can't quite manage without dropping sensitivity substantially.

[-] thantik@lemmy.world 4 points 3 weeks ago* (last edited 3 weeks ago)

Let's just say there are people with Gyro aiming out-performing mouse and keyboard users in AimLabs. It truly is the bridge that will allow console users to cross into competitiveness with PC without needing dumb shit like allowing console users to 'lock on' to targets while PC users can't. It puts controller users on equal footing with mouse/kb users, especially for FPS gaming.

When treated as a fine input for aiming, where the right analog stick might be considered a coarse input, it is a really good feature.

Most of the time Nintendo has implemented motion controls, it is a gimmick.

[-] Vilian@lemmy.ca 1 points 3 weeks ago

OP was saying that it was next generation feature

when it's three generations old now.

[-] Vilian@lemmy.ca 1 points 3 weeks ago
[-] HolyDuckTurtle@kbin.social 1 points 3 weeks ago

I'd say it's a matter of preference than anything "next-gen". I really liked using a hybrid approach with the Steam Controller a few years back for some third person games with archery, but it has its own drawbacks and complexities so I could see why people would prefer the simplicity of the good ol' analogue stick.

[-] CalcProgrammer1@lemmy.ml 10 points 3 weeks ago* (last edited 3 weeks ago)

It would be nice if the major controller APIs used for feeding input into games had native gyro support. I think that's the biggest limitation with gyro on the Steam Deck - you almost always have to use it to emulate some other input method (mouse or joystick). Almost certalnly because most games use Microsoft's XInput and that's based around the Xbox controller and its lack of gyro. I know there was a gyro server to feed Steam Deck raw gyro data directly into Yuzu and it made the gyro parts of BotW playable, but the interface used didn't seem like much of a standard outside a few emulators.

[-] m13@lemmy.world 3 points 3 weeks ago

Gravity Rush time.

this post was submitted on 22 Apr 2024
89 points (98.9% liked)

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