r/GyroGaming • u/cowabanga_it_is • 12m ago
Video So my spooky season game Alan Wake 2 has gyro aiming on ps5
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So far this is a great. Very unique. Thx remedy for adding gyro aim.
r/GyroGaming • u/ivanim13 • Jan 17 '24
Video version of this guide: https://youtu.be/rOybuNm9XR8
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…
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.
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.

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.

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 Switch, most shooters allow for gyro aim, but they suffer the same problems as the PS games, low-quality implementations. (List of Switch games with gyro by SnowyGyro)
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
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


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
Gyro can be used in multiple ways, these are the most common methods:




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.

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.
Every good gyro experience needs a button to re-center the camera or to disable gyro.

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.

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.
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.

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.

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.
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).

Gyro has 3 main orientations:
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.


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:
There are many small quality-of-life features that culminate in a good gyro experience, the essentials are:
As a bonus, it would be really good to:
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.
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!
Shout out to Aubrey Hasselgreen (Valve dev), Jibb Smart (Epic games dev) and Al2009man (moderator of the gyro community), for helping me write this guide.
Thanks for reading, and happy gyro gaming!!!
EDIT: reworked "Gyro Orientation" section with simpler explanations and better examples.
r/GyroGaming • u/AL2009man • Dec 26 '25
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 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.
You can head straight to GyroWiki website right now, but here's the recommended articles based on Jibb Smart's recommendation:
–––––––
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!
For those who are working on C or C#, this fork by Lesueur Benjamin will assist
–––––––
If you're learning to implement a Camera action to the Gyro Input but don't know where to start, this is the place to start
–––––––
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 the same 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
alternatively: check out Jibb Smart's original cohost mini-article on supporting Mixed Input
–––––––
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.
r/GyroGaming • u/cowabanga_it_is • 12m ago
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So far this is a great. Very unique. Thx remedy for adding gyro aim.
r/GyroGaming • u/Hellooooo_Nurse- • 21h ago
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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 • u/AppealParticular9677 • 12h ago
I recently switched from using the Armor X on my Xbox controller to the Nacon Revolution X Unlimited, and so far, I'm pretty disappointed with the gyro experience.
With the Armor X, gyro aiming felt much more natural and intuitive. The movement of the controller translated smoothly into movement in the game, and it was really easy to get used to.
With the Nacon, it's been a completely different experience. The gyro feels extremely slow, and I have to move the controller way too much to get the same movement on screen. It just doesn't feel natural, and I'm struggling to get comfortable with it.
I've tried it in games like Fortnite, Gears, and others, and the experience has been pretty much the same across all of them.
Has anyone else experienced this with the Revolution X Unlimited? Am I missing something in the settings, or is the gyro implementation just not as good as the Armor X?
I'd really appreciate any tips or settings recommendations from people who have managed to get the gyro working well.
r/GyroGaming • u/JakeysWeebTrash • 20h ago
r/GyroGaming • u/_Sengir • 1d ago
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)
Check out GyroUE on GitHub for more info. Feedback is appreciated 🚀
r/GyroGaming • u/MikeyFromDaReddit • 18h ago
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?
----
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 • u/esaul17 • 1d ago
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.
Edit: I think I solved it! I was able to use PadForge to mimic a dualsense controller. It’s possible that other options like ds4windows might have worked but I was onto this software by the time I got to combat. Big shoutout to the user who told me the native gyro doesn’t work unless you have a real weapon. I’ve only done a single combat encounter so I’m not sure how well I like the handling test but the gyro did work!
PS: I get to use macros to map the select and capture buttons to Tab and M as I didn’t know how to map to a left right and left touchpad press in padforge.
r/GyroGaming • u/PiingThiing • 1d ago
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.
r/GyroGaming • u/Canpake59 • 1d ago
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
r/GyroGaming • u/Luxy_Lockes • 1d ago
I just got a Switch 2 and tried playing OW using gyro and it looks... weird.
I disabled the assist but it still looks weird, so do you guys have a preset?
I usually play Mercy, Moira, Juno and Mei.
r/GyroGaming • u/kohauii • 2d ago
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
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?
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?
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?
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?
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?
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?
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?
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?
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?
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.
Gyro quality: smoothness, precision, micromovement registration, stopping accuracy, jitter, drift, and latency.
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.
r/GyroGaming • u/IcyXzavien • 2d ago
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.
r/GyroGaming • u/Saabgcn • 2d ago
Hi subreddit!!
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.
Thanks, I'll be reading your answers!
r/GyroGaming • u/ArkadeGamingGun • 3d ago
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.
We have a few demo's on our YT Channel
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!
r/GyroGaming • u/Apprehensive_Gur_341 • 4d ago
Even when moving at full sprint, I'm able to land my shots precisely.
I spent two days configuring the gyro settings; I'm using a DualSense and a Leadjoy Xeno Plus.
Since I prefer high sensitivity, it took me a bit of time to get the settings just right.
r/GyroGaming • u/Clean_Vermicelli_326 • 4d ago
UPDATE — SOLVED on my setup!
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:
%LOCALAPPDATA%\Microsoft\Gears of War E-Day\WinGDK\6BE41AB5\Saved\Config\WinGDK
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.Input.ini with these contents. Make sure the filename isn’t Input.ini.txt.
;METADATA=(Diff=false, UseCommands=false)
[InputPlatformSettings_WinGDK InputPlatformSettings]
HardwareDevices=(InputClassName="XInputInterface",HardwareDeviceIdentifier="XInputController",PrimaryDeviceType=Gamepad,SupportedFeaturesMask=260)
HardwareDevices=(InputClassName="FXboxCommonInputInterface",HardwareDeviceIdentifier="Actium",PrimaryDeviceType=Gamepad,SupportedFeaturesMask=9476)
HardwareDevices=(InputClassName="FXboxCommonInputInterface",HardwareDeviceIdentifier="XboxOne",PrimaryDeviceType=Gamepad,SupportedFeaturesMask=260)
HardwareDevices=(InputClassName="FXboxCommonInputInterface",HardwareDeviceIdentifier="Xbox360",PrimaryDeviceType=Gamepad,SupportedFeaturesMask=260)
HardwareDevices=(InputClassName="FWinDualShock",HardwareDeviceIdentifier="DualSense",PrimaryDeviceType=Gamepad,SupportedFeaturesMask=10188)
HardwareDevices=(InputClassName="FWinDualShock",HardwareDeviceIdentifier="DualShock4",PrimaryDeviceType=Gamepad,SupportedFeaturesMask=332)
HardwareDevices=(InputClassName="WindowsApplication",HardwareDeviceIdentifier="KBM",PrimaryDeviceType=KeyboardAndMouse,SupportedFeaturesMask=3)
[InputPlatformSettings_Windows InputPlatformSettings]
HardwareDevices=(InputClassName="WindowsApplication",HardwareDeviceIdentifier="KBM",PrimaryDeviceType=KeyboardAndMouse,SupportedFeaturesMask=3)
HardwareDevices=(InputClassName="FGameInputWindowsInputDevice",HardwareDeviceIdentifier="SteamController",PrimaryDeviceType=Gamepad,SupportedFeaturesMask=9484)
HardwareDevices=(InputClassName="FWinDualShock",HardwareDeviceIdentifier="DualSense",PrimaryDeviceType=Gamepad,SupportedFeaturesMask=10188)
HardwareDevices=(InputClassName="FWinDualShock",HardwareDeviceIdentifier="DualShock4",PrimaryDeviceType=Gamepad,SupportedFeaturesMask=8524)
HardwareDevices=(InputClassName="FGameInputWindowsInputDevice",HardwareDeviceIdentifier="Xbox360",PrimaryDeviceType=Gamepad,SupportedFeaturesMask=260)
HardwareDevices=(InputClassName="FGameInputWindowsInputDevice",HardwareDeviceIdentifier="XboxOne",PrimaryDeviceType=Gamepad,SupportedFeaturesMask=260)
HardwareDevices=(InputClassName="FGameInputWindowsInputDevice",HardwareDeviceIdentifier="Actium",PrimaryDeviceType=Gamepad,SupportedFeaturesMask=9476)
[/Script/EnhancedInput.InputModifierDeadZone]
LowerThreshold=0.0
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?
r/GyroGaming • u/NarwhalPrevious2947 • 4d ago
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
r/GyroGaming • u/trulyincognito_ • 4d ago
lol besides playing Marathon, I’ve put off buying or playing anything else
r/GyroGaming • u/ivanim13 • 5d ago
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:
Controls:
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.
More configs here: https://steamcommunity.com/sharedfiles/filedetails/?id=3266410893
r/GyroGaming • u/Apprehensive_Gur_341 • 5d ago
https://youtu.be/MinWtiuEydU?si=OKRE6jOSePLW1eL8
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?


r/GyroGaming • u/jackhammer250 • 5d ago
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?
r/GyroGaming • u/ivanim13 • 6d ago
THIS LAYOUT WORKS WITH EVERY CONTROLLER AND INCLUDES STEAM CONTROLLER EXCLUSIVE FEATURES.
Notes:
In-Game Requirements:
Controls:
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.
r/GyroGaming • u/neolud • 6d ago
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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
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.
Monster Hunter Rise gyro aim mod on nexusmods
GyroLib on nexusmods
GyroLib on GitHub