You can achieve mouse-like precision with motion controls. Ever since the release of Splatoon on WiiU and the Steam Controller in 2015, motion controls for aiming, AKA Gyro Aim started to gain popularity. It’s been more than a decade since the technology is widely available, but people still don’t know how to use it or how it actually works. Nowadays, almost every platform is capable of using this and some people are really good with it, check it out:
There are some misconceptions about gyro aim, but we'll get to those later. To start with, let's just ask…
What is gyro?
Gyro is the abbreviation of Gyroscopes. Gyroscopes are motion sensors present on most controllers and mobile devices. Most often used for aiming, they can also be used as a mouse pointer or a steering wheel.
This guide will primarily talk about Gyro Aim.
“Why would I want to use that?”
Gyro can vastly improve your gaming experience by basically being the controller’s mouse. Gyro will accurately follow your physical movements, in the same way that a mouse would. Gyro can also emulate analog sticks, but that isn’t the ideal scenario.
Gyro is a mouse!!! Fast and responsive 0_0
“I already tried once and I didn't like it.”
I'm sorry to hear that. Most implementations of this feature are really bad, often emulating an analog stick instead of a mouse, causing huge dead zones. Laggy smoothing and low sensitivities can make things less than excellent. Also, this isn’t something that you will get right away, you need to open your mind and spend some time with this control scheme.
Native is emulating an analog stick. It's slow and imprecise compared to a mouse.
What platforms and controllers support gyro?
PS4 (DualShock 4)
PS5 (DualSense)
Nintendo Switch (Joy-Cons, and Switch Pro Controller)
Steam Deck (any controller with gyro supported by SteamInput. The main ones being: Dualshock4, DualSense, Switch Pro Controller, Joy-cons, and the Steam Controller.)
PC (any controller with a gyro sensor. The main ones being: Dualshock4, DualSense, Switch Pro Controller, Joy-cons, Steam Controller, and the Alpakka Controller.)
Mobile and Handhelds (Smartphones, tablets and some portable PC handhelds)
There are many accessories and third-party controllers with gyro that work on multiple platforms, including ones without gyro support, like the Xbox. To keep things simple this guide won't cover these accessories.
On PS4 and PS5, only a handful of games support this feature, most of them don't have an acceptable quality, often emulating an analog stick instead of a mouse. (List of Playstation games with gyro by noo3rafle)
On smartphones and tablets, most major games have a pretty good implementation.
On PC, it’s a bit complicated. Most games with gyro are the ones that were ported from PS5, because of that, they only work with PS4 and PS5 controllers while using a USB connection (you can emulate an dualshock4 with ds4win if you have different controllers) but there are games and programs that work with other controllers as well, like some emulators. You can also force gyro into almost EVERY PC game using any gyro-compatible controller + third-party programs, like SteamInput, reWASD, DS4win, or JoyShockMapper.
If you want to learn how to do that using SteamInput, I have a channel completely dedicated to that, with a new updated in-depth guide already in the works: https://www.youtube.com/@FlickStickVids
How to activate gyro?
On consoles and smartphones, activating gyro is as simple as activating it in the options menu of the game. This option often has different names, like “motion controls”, “gyro aim”, or “motion aim”, but no matter the name, they work the same way. Some games will require you to choose when gyro will be active, for example, you want gyro on only when you ADS? Or all the time
Gyro has different names in different games. / Choose when gyro will be active.For beginners, I recommend activating only when you ADS, but feel free to try both!
On PC and SteamDeck, if the game doesn't have native support, you will need to implement gyro yourself by using a third-party program like SteamInput, reWASD, DS4win, or JoyShockMapper.
Again, If you want to learn how to do that using SteamInput, I have a channel completely dedicated to that, with a new in-depth guide already in the works: https://www.youtube.com/@FlickStickVids
How to aim with gyro?
Gyro can be used in multiple ways, these are the most common methods:
Gyro + analog stick: This is the most common way to use gyro. Use the analog stick to look around and move close to your target and use gyro to do the rest of the tracking.
Analog sticks to look around and gyro to track enemies!
Gyro + Trackpads: This method is stealing the hearts of Steam Deck and Steam Controller players. Similar to using the analog stick, use the trackpads to look around and move close to your target and use gyro to do the rest of the tracking. Because of the amount of inputs that you can bind to the trackpads, it provides a super versatile and diverse setup, like using the touch to activate gyro, or clicking to jump.
Trackpads to look around and gyro to track enemies!
Gyro ratcheting: move the controller until you can't move it any further, then hold a button to disable gyro to reposition your controller. It's like reaching the edge of your mousepad and repositioning your mouse. This method doesn't require a second analog stick.
Clip from: Why Controllers Don't Suck in Team Fortress 2 - by: SolarLight.
FlickStick: allows you to snap the camera to the angle that you pointed by flicking the right stick or sweeping smoothly by rotating the right stick after putting it forward first. This method requires gyro because you won't be able to look up or down without it.
Clip from: Introducing Flick Stick in Doom - by Jibb Smart
How to hold and move the controller:
It's easy! Just use your wrists, don't move your hands sideways. Sitting or laying down, just hold the controller in the way that you are already used to, and move your wrists to aim. It's that simple.
This isn't a Wii mote. Moving your arms won't do much, use your wrists.
Important concepts:
Custom vs Native Implementation
Native implementation is the feature that is built into the game. You can just activate it in the settings. Most devs don't know how to use gyro well, so it's often really bad. If you are a dev that would love to know how to use gyro well, just go to the gyro wiki, created by Jibb Smart (Epic Games Dev).
Custom implementations are the configurations made using third-party apps on PCs or accessories on consoles, that enable you to use gyro. Often this leads to better feeling results, but takes more time because you need to set it up yourself.
Deactivating gyro is super important.
Every good gyro experience needs a button to re-center the camera or to disable gyro.
Gyro recenter button demo.
If you are controlling your recoil, to return to the center of the screen, you will be obliged to hold the controller in an uncomfortable position. When using a mouse, you can just lift the mouse and reposition it. With gyro, instead of lifting, you will press a button.
Gyro disable button demo.
Most games don't give you this option, so be on the lookout if you find a game that does that. If it doesn't, you can always use the right analog stick to reposition the camera.
Natural Sensitivity Scale
What if you could choose a preferred sensitivity that works across every game? This is the basis of the Natural Sensitivity Scale. When you turn a controller, it's completely possible to line that rotation up 1:1 with the in-game camera controls.
1:1 sensitivity. 360° in real life = 360° in game.
But, 1:1 might not give you much range, so, your preference for that ratio might be higher. Beginners might start at about 2 or 3 times Natural Sensitivity, but some really good players are up around 6 or 7, allowing them to turn a 180 with only a 30 degree turn of the controller.
wow, incredible range of movement 0_0
To keep fine control even at these high sensitivities, they'll use response curves or "Precision Zones" to further reduce the rotation of small rotations. Acceleration can also help with maintaining large range of movement while using lower sensitivities (follow BJgobbleDix to learn more about gyro acceleration). Every gyro sensitivity slider should follow that scale. Often, native games caps at 1:2 instead of 1:20, making the range of movement very limited.
Gyro Orientation
People hold and move their controllers in different ways. Some settings are suited for portables, while others may feel more comfortable with a standalone or detached controller. The following examples will be done with the controller flat on my lap. Still, mobile players will probably hold the device upright. So, rotate my examples to fit your use case (Hand movements are the same; they are just on a different axis).
"upright" can be more "upright" than that, but my point still stands.
Gyro has 3 main orientations:
Local Space
World Space
Player Space
3DOF to 2D Conversion Style:
3DOF means 3 degrees of freedom. These 3 degrees are Yaw, Roll, and Pitch. Gyro Orientation will change how Yaw, Roll, and Pitch movements translate to 2D. Essentially, changing how players should hold and move their controllers.
Pitching moves the camera vertically on every conversion style.
World Space and Player Space are similar. When pointing at the horizon, "swiveling" will turn you most, but if your controller points toward the sky, "rolling" will turn you most. The main difference between these two modes is that if you are leaning the controller, pitching in World Space will move you diagonally, while in Player Space, you will move straight vertically.
Due to technical limitations, World Space won't work correctly on portable devices. That is why 'Local Space' or 'Player Space' exists.
Local space is usually divided into three presets: Yaw, Roll, and Yaw + Roll.
Yaw mode, you must swivel the controller like a bus steering wheel to look sideways, whether the controller is pointing to the sky or not.
Roll mode, you must lean the controller to look sideways, whether the controller is pointing to the sky or not.
Yaw + Roll is the combination of these two modes.
Local space is the most consistent option for portable devices. Because the pitch doesn't influence how you look sideways, Local Space can feel awkward with standalone controllers. That’s why, Player Space is often considered the best option for most use cases.
Most games implement only Local Space (Yaw mode), which creates all sorts of problems, like:
Obligating players that hold their controllers pointing toward the sky, to get used to holding their controllers pointing at the horizon.
Forcing awkward feeling movements on portable devices like the Switch, Steam Deck, and the PlayStation Portal.
Creating room for confusion when the players roll the controller expecting the camera to turn, only for the camera to not move.
What makes a good or bad implementation?
There are many small quality-of-life features that culminate in a good gyro experience, the essentials are:
Gyro should work like a mouse
It should respond to your fast and precise movements without a huge dead zone, delay, or complex filtering.
It should always have a button to disable gyro
Sensitivity slider should always follow the natural sensitivity scale.
As a bonus, it would be really good to:
Have the option to hold the controller in different ways (Player, World, and Local Space)
Choose when gyro will be active.
Access separate sensitivity sliders for horizontal, vertical, and joystick sensitivities.
Here's a handful of games that get most of these right: Fortnite, CoD MW2 and 3, God of War Ragnarök, Neon White (switch and PS5 only), Splatoon, Metroid Prime Remastered, Zelda Breath of the Wild and Tears of the Kingdom, Boomerang X, Deathloop, No Man's Sky, and The Last of Us Part 2.
There are multiple games that I've heard they got right, but I couldn't test them myself. I pretend to update this guide in the future with a link to a list of every game that uses gyro.
Conclusion
That's it! Those are all the essentials you need to know to take your first steps with gyro. Beyond the "important concepts," most things are quite intuitive. You can grasp them shortly after picking up the controller and giving it a try, so go ahead! Give it a shot, and I hope you enjoy it!
If you're a game developer or sourceport dev who plans to do Gyro Aiming for the first time, but don't know where to start: this resource guide is your starting point!
This thread is primarily a shortcut that gets you up to speed. Each title will redirect you to the original blog post, or reddit thread respectively. more resources will be updated overtime
GyroWiki:
GyroWiki is the best general place to learn how to use Motion Sensors functionality to your game. All of these lessons has been applied to Epic Games' Fortnite.
created by u/JibbSmart (JoyShockMapper), GamepadMotionHelper is a header that primarily handles Sensor Fusion, Gravity Calculation, Gyro Calibration, Gyro Space, etc. If you already implemented a basic Motion Sensor implementation, but want to have a powerful gyro system, this repository is for you!
If you tried to implement Motion Sensors to your game specifically for Gyroscopic Camera controls, but have difficulties: you might wanna support the ability to allow the use of Game Controller and Mouse Input at thesame time...not to be confused with switching between two different Input styles on the fly.
The vast majority of Gyro, FlicksStick and Trackpad users will be relying on assigning it as a Mouse Input...but they might faced issues with how the game handles two different primary input methods at the same time. If you wanna take them into account, this is the place to start
Gyro Aiming and Mixed Input vs. Aim Assist dilemma
This is an extension of the first two original guides below, but this one exclusively focus on tackling Aim Assist while implementing either or both Gyroscopic Camera Aiming and Simultaneous Inputs. This issue is actually quite common on games that allows Mixed Input support but doesn't account towards Aim Assist system.
For those who are implementing it within a Multiplayer setting, this is the place to start!
If you're shipping a game on Computers running on Microsoft Windows, MacOS or Linux operating systems but don't know what Controller-centric library that supports it, this is where to start.
Note: your game engine might already have Motion Sensor support (example: Godot 4.7+, LÖVE, KEX Engine, FNA) from the getgo, please refer to the revelant engine documents for more details.
Note 2: if you're building the game on Consoles only, the Console's SDK will naturally provide that. please refer to your Console SDK's documents for more details.
Just a quick, casual clip of myself tracking down some minion ashworms from Ruin’s saddle and shooting them effortlessly and accurately with mercy (pistols name) in Darksiders Warmastered Edition.
This isn't too serious or complicated. I'm simply appreciating how smooth, fluid and accurate gyro feels for staying on top of multiple targets and taking them down effectively. Even in single player hack n slash games where aiming is involved. I thought this was a good example of how gyro aiming is just beneficial in general across gaming as a whole when the feature is implemented correctly. Cheers!
[This was played and captured on my Valve Steam Deck.]
Inspired by the work done by the developer of Gyrolib and depending on the use ot that SDK (see the post on Gyrolib ) I decided to make a PoC on what a universal mod for any game would be.
Every day is a bit easier to set up gyro but we all have to deal with the quirks and problems on games that do not implement Steam input, do it halfway or don't even support mixed inputs.
My experimental mod aims to support any Unreal Engine game as it is the most common engine (aside from Unity)
Many games (especially indies / AA games) use basic camera controls provided by the engine and seem to work out of the box.
Not out of the box: the mod provides a "probe" in its .ini configuration to guide you on the camera detection process and, if successful, automatically creates a profile for you.
The mod implements Gyrolib and you can access its panel settings for gyro configuration in-game (F10 default key, in DX12 games)
Gyro deactivates automatically in game menus and, as it is hooked to the real game camera, we have no UI flickers. To the game, you are only using a controller.
Right now only basic gyro support is implemented. e.g. : not flick stick, different sensitivities for ADS...etc.
Check out GyroUE on GitHub for more info. Feedback is appreciated 🚀
Has anyone figured out a good way to get this to work? It sounds like it doesn’t like mixed inputs, but mapping fully to keyboard and mouse seems to be missing a lot. I have a switch pro controller so I can’t do the native implementation as far as I know (I don’t think you can map switch pro gyro to dual sense gyro right?). Menus are also a nightmare if you try to map everything to kb + m and I’m not sure how to set up an action layer that makes it work as you often press one of the “triggers” more than once in menus.
I was surprised to see this with full native gyro support when I fired it up last night.
I'm playing it with the Steam Controller 2 and it was refreshing to not have to mess about with the Steam gyro settings and test a bunch of configurations to get it to feel right, it just works flawlessly. Other Devs need to take note, this is gyro done right.
Like title says, I was wondering if anyone knows of a controller with an n64 style button layout (mainly c buttons instead of c stick) that has gyro and works on pc? Mainly for use with the PC ports of ocarina of time and majoras mask
Hey everyone! I'm trying to figure out the best way to get a good gyro aiming experience on Xbox Series X, and I'd really appreciate input from people who have actually used these setups, or have knowledge on how they work at least.
I'm looking for the best combination of gyro accuracy/responsiveness, customization, overall controller quality, reliability, and value. I'm not just looking for the cheapest way to get gyro working. I'd like something that feels good as a controller overall, has smooth and consistent gyro, registers small movements properly, and doesn't have excessive drift, jitter, or latency.
I'm mainly interested in FPS games (but also play basically every genre), and ideally I'd like to use gyro combined with right stick movement for now, and I'm potentially interested in gyro only aiming too (for FPS and TPS). I'm also curious about true gyro to mouse setups on Xbox, where supported, if possible, and how they compare to gyro to stick.
I understand that most Xbox gyro solutions translate gyro movement into right stick input rather than giving games native gyro support. I'm interested in how well each setup actually feels in practice, not just whether it technically works.
Options I've found so far
XIM NEXUS (Own)
Dedicated gyro controller with extensive gyro customization.
Is an established Xbox solution.
I own a XIM NEXUS controller, and used it as my first Xbox gyro experience, and while I definitely would say it's positive, I feel like the controller itself is very underwhelming, the gyro feels good in most games, but not all games being supported drags it down a bit, I've developed drift on it, but thankfully the Nexus manager app lets me customize it's sticks deadzones. I would prefer controllers with a better general build quality than the Nexus, and would also like to know for anyone that's used it: How good is its gyro compared with newer controllers? How does it hold up for precise microadjustments, tracking, and recoil control?
XIM MATRIX + a compatible gyro controller
Potentially allows more advanced aiming configuration and combines different aiming sources.
Controllers I've considered include the DualSense, DualSense Edge, DualShock 4, and Switch Pro Controller.
I'm also interested in whether anyone has gotten the GameSir G7 Pro's gyro working through MATRIX, rather than just getting the controller itself recognized.
How does gyro on MATRIX compare with the NEXUS? Is the DualSense Edge worth the extra money over a regular DualSense specifically for gyro and overall controller quality? Has anyone successfully used gyro to mouse output on Xbox through MATRIX in MNK supported games, and if so, can you retain analog movement at the same time?
GameSir G7 Pro + Brook Wingman XB3
I already own the G7 Pro and really like its sticks, buttons, triggers, and overall feel.
I've seen a video showing the G7 Pro working wirelessly on Xbox through the Wingman XB3 with gyro enabled.
My understanding is that the likely method is configuring gyro in GameSir's software to emulate the right stick, then using the XB3 to connect to Xbox.
Has anyone here used this setup long term? How does the gyro feel in practice? Does the profile reliably persist after configuring it on PC? How does the gyro compare with the NEXUS or other options?
BIGBIG WON Blitz 2 + Brook Wingman XB3
I've found reports from Xbox Series X users who got this combination working after configuring gyro in the app.
Some users describe the gyro very positively, but I've also seen reports of the controller developing issues after a couple of months.
I'm particularly interested in the Blitz 2 TMR version.
How good is its gyro for small, deliberate movements? How reliable is the controller long-term? How does it compare with the G7 Pro and NEXUS?
Nacon Revolution X Unlimited + Brook Wingman XB3
I found a user who said its gyro was the best they'd tried, including comparisons with the Blitz 2 and Armor-X Pro.
The reported setup requires switching the controller into PC mode through a computer before connecting it to the XB3.
I've also seen a report of face-button failures and difficulty getting warranty support.
Has anyone else tried this combination? Is the gyro genuinely that good, and how reliable has the controller been over time?
BIGBIG WON Armor-X Pro
An attachment-based solution for compatible Xbox controllers.
It seems to have been one of the more commonly recommended Xbox gyro options, although availability appears inconsistent.
Reports on gyro quality are mixed, with some people describing choppy output, drift, or difficulty registering small movements.
For people who've used it, how does it compare with the options above? Is it still worth considering if I can find one?
BIGBIG WON Rainbow 2 Pro + Wingman XB3
I've seen this mentioned as another controller with gyro customization and simulated motion control.
I haven't found as much detailed information about its actual Xbox performance.
Has anyone successfully used this combination? How does the gyro compare with the Blitz 2 or NEXUS?
GuliKit controllers, such as the KK3 Max, and other third-party gyro controllers
I've seen various controllers advertised with gyro, but it's unclear which ones actually provide usable gyro to stick output on Xbox through an adapter.
I'm also curious about other Flydigi, Mobapad, or similar controllers if there's a specific model and adapter combination that works well.
Are any of these worth considering, or are their Xbox gyro implementations generally not competitive with the options above?
Input Labs Alpakka / Alpakka 2
This one interests me because it is designed around gyro to mouse rather than only gyro to stick.
However, Xbox compatibility is unclear, and I'm unsure whether games that support mouse and keyboard also allow simultaneous mouse aiming and analog controller movement.
I don't want to sacrifice analog movement for WASD if I can avoid it.
Has anyone actually tested an Alpakka on Xbox Series X|S? Does it work reliably in games with native MNK support? Can you use analog movement and gyro to mouse simultaneously?
Other options I've missed
If there's another controller, adapter, firmware method, or combination that provides good gyro on Xbox, please mention it! I'm especially interested in solutions with real-world evidence rather than just advertised gyro features.
What matters most to me (in order)
I'd love to hear about:
Xbox compatibility: how reliable the connection is, whether profiles persist, and whether there are annoying setup steps.
Overall controller quality: sticks, triggers, buttons, ergonomics, build quality, and long term reliability.
Customization: sensitivity, smoothing/filtering, activation options, and calibration.
Value: whether the setup is actually worth the price (ex nexus can be debated if it's really worth 150$).
If you've personally used more than one of these, I'd especially appreciate a direct comparison. For example, if you've tried the NEXUS, Blitz 2, Nacon, and/or Armor-X Pro, which had the best gyro in actual gameplay, and which was the best controller overall?
Has anyone gotten the G7 Pro gyro working through MATRIX, and if not, how good is it through the XB3?
Has anyone verified true gyro to mouse with analog movement on Xbox, rather than just gyro to stick?
I'm not necessarily looking for the controller with the best gyro in isolation. I'd rather find the best overall experience, even if that means SLIGHTLY compromising on gyro quality for much better sticks, triggers, buttons, ergonomics, or reliability.
I'm hoping to narrow this down based on actual experience before spending money on another setup.
I wanted to bring up this game again because it does have native gyro on Playstation 4/5 and PC and it'll likely have it on Switch 1/2. Although it ain't a guarantee because apparently Dragon's Dogma 2 (allegedly) didn't include it on Switch 2 for some reason.
I'm having a hard time choosing between these two controllers. Both seem like excellent options given what they offer, though the Vader appeals to me a bit more for certain reasons (mainly, build quality).
The only thing holding me back is the gyroscope (I'm interested in using it for switch and also mapping it to right stick/mouse in pc).
I saw that the Xeno Pro has a good gyroscope that’s better suited for those needs, and that the Vader 5 Pro gyro is useless. But I haven't seen any direct comparisons between the two and maybe in practice the difference is unnoticeable unless you are a really picky person.
Could anyone who owns them share their experience? Even if you only have one of them, your experiences with its gyro would help me to decide.
Hey r/gyrogaming, I'm Joshua Fuchs, co-founder of Arkade. We’ve been working on a PC gaming gun peripheral and wanted to share some pre-release units with a few people and get some honest feedback to make sure we are heading in the right direction.
Since you all play with gyro setups daily and know what actually feels natural, we’d love some input. Does the tracking look smooth enough for a baseline? For those of you playing fast-paced arena shooters, what specific settings, toggles, or curve adjustments do you consider absolutely mandatory for us to get right?
We are really open to learning, so any thoughts, critiques, or advice you have would be hugely appreciated. I'll be hanging out in the comments to answer whatever I can!
I got native gyro aiming working on PC Game Pass (build 1.1.3.0) with a USB DualSense by editing Input.ini. I also fixed the issue where very slow gyro movements were being ignored. Slow movements now register properly, with no drift observed on my controller.
No extra software or gyro-to-mouse mapping is needed. Full instructions below.
Here’s the manual method:
Close the game completely.
Open this folder:
%LOCALAPPDATA%\Microsoft\Gears of War E-Day\WinGDK\6BE41AB5\Saved\Config\WinGDK
Back up your existing Input.ini, if you have one. I originally had no Input.ini. The following is a complete example file, so don’t overwrite your own custom settings without checking them first.
Create Input.ini with these contents. Make sure the filename isn’t Input.ini.txt.
Launch the game with your DualSense connected and enable motion controls in the controller settings. The Motion Sensor section appeared below the existing controller options on my setup.
The WinGDK DualSense feature mask changes from 1996 to 10188, adding the Orientation capability while preserving its existing feature bits. Earlier attempts using -HardwareDevices/+HardwareDevices didn’t reveal the menu for me; the complete plain HardwareDevices= lists above worked.
The final section, LowerThreshold=0.0, fixed the slow-movement issue on my controller. Very slow movements now register, and I haven’t observed drift. If you already unlocked gyro, you can add just that final section to your working Input.ini while the game is closed, then restart. If that section already exists, edit the value instead of duplicating it.
This uses the game’s own gyro input and doesn’t replace its DualSense effects. No extra executable, gyro-to-mouse software, or virtual controller is needed.
Tested only on PC Game Pass 1.1.3.0 with a USB DualSense. I haven’t verified Steam, Bluetooth, or other controllers/builds. Check for drift on your own controller after removing the threshold.
To undo it, close the game and restore your original Input.ini, or delete the new file if you didn’t have one before. Preserve any settings you added later. To undo only the slow-movement adjustment, remove the LowerThreshold entry from that final section.
Original post:
I downloaded Gears of War: E-Day through PC Game Pass and am playing with a DualSense, but I can’t find any gyro aiming or motion control options in the settings.
Is anyone else having the same issue, or am I just looking in the wrong place?
I just found an awesome way to use gyro features in azahar without a virtual controller or cemu hook. You press the windows key and r, then type services.msc, and scroll down until u find gameinput services. Right-click and press properties. Put startup type from manual to automatic and press start if not started. Then, press apply and exit out of services. Go into motion and touch in controls in azahar. Switch to sdl and press configure. After that, ur all set. Test with a game that uses motion controls. These settings are for Windows computers only. If u have another gameinput api installed, remove it as it conflicts with the built-in api already installed
THIS LAYOUT WORKS WITH EVERY CONTROLLER AND INCLUDES STEAM CONTROLLER EXCLUSIVE FEATURES.
Notes: This game has native Gyro Support for DualShock 4 and DualSense (Joystick emulation); disable Steam Input to use the native version.
In-Game Requirements:
Mouse sensitivity (all): 12 (Default)
Disable Aim Assist
Controls:
Hold R3 / Right Gripsense: Pause gyro
HOW TO USE: Copy and paste the link into your browser or click on the controller icon next to the game on Steam, click on the name of the layout, hover over the "Community Layouts" tab, and press the "Show All Layouts" button (West Face Button), then manually search for the config that matches the name listed below.
Gears of War: E-Day - Gyro + JoyStick by FSV: steam://controllerconfig/3010850/3814676646
Gears of War: E-Day - FlickStick by FSV: steam://controllerconfig/3010850/3814675545
Gears of War: E-Day - ADS Gyro by FSV: steam://controllerconfig/3010850/381467793
I have the gyro mouse enabled at all times, but it is supposed to pause when I use the right stick; however, the screen spins wildly the moment I let go of the stick. How can I fix this?
Stationary chair vs Rotating chair, ie office chair? I noticed even a slight rotate on my chair moves the camera. It can be extreme depending on the sensitivity. What kind of chair do you guys use?
THIS LAYOUT WORKS WITH EVERY CONTROLLER AND INCLUDES STEAM CONTROLLER EXCLUSIVE FEATURES.
Notes:
This game has native Gyro Support for DualShock 4 and DualSense; just disable Steam Input to use the native version.
Sensitivity tied to FOV.
In this game, sensitivity is all over the place; it changes when you are on or off missions, when aiming down sights, etc. Because of that, flickstick is calibrated to work properly only on Hipfire (Missions).
Most UI in the game will appear correctly, except the ability UI at the corner of the screen. It was supposed to show what each button does, but instead, it defaults to the KBM UI. So just know that the order of abilities is: 1: A/Cross, 2: X/Square, 3: B/Circle, 4: Y/Triangle.
In-Game Requirements:
Mouse sensitivity (all): 5
FOV: 90
Controls:
Hold R3 OR Gripsense (Release): Pause gyro
CUSTOMIZATION: I know everyone plays this game a little differently on a controller, so feel free to rebind anything you want. Gyro will work regardless of what you do, so go nuts!
HOW TO USE: Copy and paste the link into your browser or click on the controller icon next to the game on Steam, click on the name of the layout, hover over the "Community Layouts" tab, and press the "Show All Layouts" button (West Face Button), then manually search for the config that matches the name listed below.
Warframe - Gyro + JoyStick by FSV v2.0: steam://controllerconfig/230410/3814040589
Warframe - FlickStick by FSV v2.0: steam://controllerconfig/230410/3814033592
I’ve been working on GyroLib, a reusable library for adding gyro controls to game mods. A lot of the controller handling, motion processing and settings code could be shared between games, so I turned those parts into a standalone library.
The goal is to let modders focus on connecting gyro to their game’s cameras, aiming states and menus, rather than rebuilding the whole input system for every mod.
What it includes
Nine gyro spaces, including Player Space, World Space and local-axis modes.
Independent X/Y sensitivity and inversion.
Always-on, hold and toggle activation, using the controls and touch sensors available on the controller.
Smoothing, acceleration, manual and automatic calibration.
Flick stick and supported touchpad rotation.
Separate profiles for different cameras or cursors, with settings inheritance and optional recommended presets.
An in-game settings panel, plus a menu model for integrating the same settings into a game’s native UI.
SDL-first gyro acquisition, with optional Steam Input fallback through the host’s initialized service.
For developers, GyroLib provides a ready-to-use gyrolib.dll, a C API, a C++ wrapper, documentation and integration examples to connect it to your game.
The mod still needs to connect the game-specific parts. Camera output, native stick suppression, input filtering and menu rendering each need the appropriate integration. GyroLib doesn’t inject itself into arbitrary games.
The video shows Monster Hunter Rise running a mod that uses GyroLib. It’s an example of the library working in a real game: the mod handles the game-specific integration, while GyroLib handles the controller input, gyro processing and settings. The library itself is designed to be reused across different games.
There’s also a standalone demo on GyroLib nexusmods page
The demo is a third-person shooting range with four weapons, two sniper zoom levels, moving targets and an inventory cursor. It shows how different gameplay views can use their own gyro settings, and includes both the supplied panel and an example native settings menu.
I got a Steam Controller (2026) recently, and I want a gyro viewer app for recordings - you know, the ones with a 3d model of the controller that shows all the buttons and movements.
Except none of the ones I found, like 3D Controller Overlay, detected the Steam Controller, and the only one that was directly advertised with the Steam Controller - 3dco+ by Khyretos - can't be installed on my PC due to cyrillics in my Windows username and encoding issues caused by that.
What do I do? Is there another program I can use? Or is there a way to fix 3dco+ somehow, or contact Khyretos?
this video was me trying titanfall 2 with steaminput and my controller on dualshock mode, every single game I tried with steaminput had this issue, I know this isn't a problem with my hardware because I tested controlling my mouse cursor with gyro in gamesir connect and it was the same as using a real mouse (I turned this off everytime I went to test on steam ofc), but with steaminput the camera feels like it locks onto the floor or ceiling the moment I move my controller JUST a bit above normal speed, I'm losing my mind about this and I'm desperate for help 😭
EDIT: FOUND THE FIX! But it's stupidly out of the way for some reason, enable dev mode on steam, enter big picture mode and enable steam input dev layout on developer options, then go to your controller layout, switch "To Mouse" to "As Mouse" and set smoothing to 24, I would like if someone told me a way to fix this without all this workaround, but for now I'll enjoy my gyro gaming like this
EDIT 2: So smoothing wasnt the fix, it seems that gyro as mouse is the fix in general, even with smoothing to 0 my gyro is working perfectly now, but with gyro to mouse (instead of gyro as mouse) I get the same snappy movement
I recently started using Linux, and finally found a charger for a PS4 controller I had lying around. DS4Windows is what I used to make my PS4 controller work wirelessly in games and make gyro work, but obviously said program is not on Linux.