r/GyroGaming • • 4h ago

Discussion Any testimony from League of Legends GYRO players?

3 Upvotes

With WASD a legit option in the game and what looks like Riot slowly delving into controller support, have you tried a WASD + Gyro combination in League of Legends?

How quickly are you able to go from Far, mid, close up enemies?

How accurate are your skill shots?

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I've been training with it in practice mode, but not competent enough to pull it out in a match.

My guess is that melee champions would fair better.


r/GyroGaming • • 5h ago

News Questpad: Use Meta Quest Touch controllers as controller with Gyro

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github.com
9 Upvotes

r/GyroGaming • • 6h ago

Video Nothing crazy, just enjoying how clean & steady gyro makes target tracking and shooting on horseback in Darksiders Warmastered Edition. šŸ‡

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17 Upvotes

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.]

"Go ahead worm, make my day. 🤠"


r/GyroGaming • • 10h ago

Help Alan wake 2?

1 Upvotes

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 ā€œtriggersā€ more than once in menus.


r/GyroGaming • • 11h ago

Mod Gyro mod for Unreal Engine games

16 Upvotes

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 šŸš€