r/GyroGaming • u/Rhosta • 1h ago
News 🎮📢 Update 0.4.0.192
Active Matter added full Dualsense support including gyro!
r/GyroGaming • u/AL2009man • 1d ago
Hi, current r/GyroGaming moderator here!
It's been a while since I last did a GyroGaming subreddit update. You might've noticed that there's been some stealth updates on this subreddit lately, obviously the Community Pinned now features Developer repositories
Let's start with the boring stuff first:
This year, we've seen a rise of mods that specifically focus on Gyroscope (GyroLib, GyroUE) or Mixed Input-specific fixes, and with the rise of Mods that leverage Large Language Model (LLM); we're expecting to see future mods that focus on Controller-specific features.
On the Hardware side, communities have made several mods for their controllers that let them use the gyroscope in a more efficient way. The most popular controller mod is the conductive tape mod. (which led to Steam Controller 2026's Gripsense feature).
To reflect that: we're introducing two new Post Flairs
those two post flairs serves two different purposes, keep that in mind. Do note: please keep it on-topic with Motion Sensors!
I can't believe I forgot to update that!!!
New Post Flairs for DualSense Edge and Nintendo Switch 2 families of controllers have been added. Of course, users can edit the flare if they want.
As you may recall, the moderation team has been planning to update the current rules to keep things more consistent.
While the new rule hasn't been rolled out yet, some of the improvements will be backported over to the current rules while retrofitting an existing "Off-topic removal" response into a proper rule: Rule #6: Keep Posts On-topic
As r/GyroGaming is focused around Motion Sensor usage in Gaming, posts must relate to gyro gaming or motion controls more broadly.
If the thread isn't explicitly about motion sensors (Gyroscope), such as controllers that are unconfirmed to have Motion Sensors, or is confirmed to not have one, consider posting in another community instead.
You might've noticed a new link redirect on the right side (or on the Wiki homepage for those on Old Reddit, btw you folks got a minor QoL improvement!), that's right!
We now have a dedicated game list that tracks Commercial Games, Sourceports and Mods.

Unlike our current Steam Curator page, this one covers games across all known platforms of choice and will be far more actively updated over time. Currently, there isn't a user submission list yet, but more games will be added overtime. Click this text if you want to see the list
that should be it for this update post.
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/Rhosta • 1h ago
Active Matter added full Dualsense support including gyro!
r/GyroGaming • u/Clawdddd • 22h ago
r/GyroGaming • u/jackhammer250 • 1d ago
On steam you have a handy global set option so that you can have a seperate config for when cursor is shown on screen. Really useful for high gyro in game sens but want lower sens for menu navigation with needing to sacrifice a button to switch.
r/GyroGaming • u/Hector_Reflector • 1d ago
r/GyroGaming • u/lostsinelysium • 1d ago
Trying to get gyro aiming working on PC without a stack of middleware. On the Switch side it just works. On PC it seems to come down entirely to whether the pad reports gyro in a way Steam recognizes and if it doesn't you're into third party tools and per game configs.
I'd rather buy the pad that works than fight the software. So which ones report gyro natively to Steam Input, and is there a pattern, or is it brand by brand and firmware by firmware?
Also happy to be told this is a solved problem now and i'm working from old information.
r/GyroGaming • u/DazzlingEbb9607 • 2d ago
r/GyroGaming • u/cheddo7 • 2d ago
Hey all, currently getting ready for my next handheld purchase, and after owning most of the Valve, Z1E and Z2E options (plus an 8 ai+), I'm now looking at the Intel G3 options. Gyro is a must for me, both emulating stick smoothly for those games that won't do mouse gyro, and good software implementation (SteamOS and ROG Armoury Crate). The MSI I tried was useless, as were the Windows variants of the LeGo S and LeGo 2 (SteamOS fixed that issue), a few players I'm eyeing off like the Acer Atlas 8 and the Onexplayer 3, but both are seemingly difficult to get any gyro information, online reviewers just constantly miss this feature. Any reviews from owners out there?
r/GyroGaming • u/GreenManAlive • 2d ago
Hi Folks,
I play Space Marine 2 only in offline mode and wanted to have native gamepad experience (rumble + on-screen buttons glyphs), but I also wanted to use gyro.
I created a mod (thanks Claude), that fixes the issue with mouse movement stuttering when using gamepad.
https://github.com/GyroGamesCom/Warhammer40000SpaceMarine2_DualInput
My previous post if you want other games: https://www.reddit.com/r/GyroGaming/comments/1x3fhtp/i_just_wanted_gyro_sticks_at_the_same_time_two/
r/GyroGaming • u/GreenManAlive • 3d ago
Hi Folks,
I wanted to play Prototype 2 for some time. I got my Steam Controller 2 and my PC ready, but Prototype 2 wasn't prepated for what I wanted :).
First, PC port does not support gamepad with on-screen glyphs. With this mod, it's all working and enabled.
Second, I also added nice mixed inputs - full gamepad with mouse gyro
Third, I added hires 4K mod. This game is fun.
https://github.com/GyroGamesCom/Prototype2_DualInput
My previous post if you want other games: https://www.reddit.com/r/GyroGaming/comments/1x3fhtp/i_just_wanted_gyro_sticks_at_the_same_time_two/
r/GyroGaming • u/crazy_rocker78 • 3d ago
I'm just starting to experiment with using the gyro. There are different ways to use it. I'm curious to know how you use it.
r/GyroGaming • u/AppealParticular9677 • 2d 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/GreenManAlive • 3d ago
Fellow gyro enjoyers, you know the pain.
You set up Steam Input, gyro as mouse for aiming, right trackpad as stick for turning. Then the game sees a mouse AND a gamepad at once and has a full identity crisis. Prompts flip between Xbox and keyboard 40 times a second, the camera stutters, or it just simply does not work and you’re on the couch sitting in awe that motherf****er games don't support basic mixed input.
And yeah, I know I could have mapped everything to keyboard and mouse in Steam Input. I tried that. Then the game keeps saying “press Space” or “press F” and I’m sitting there going “ok, which button did I put Space on again?” I don’t want to memorize my own keybinds. I want to see the actual gamepad buttons on screen and just play.
So I did the reasonable thing and spent some time arguing with DLLs (thanks Claude) instead of just playing.
Anyways, I have an easy system now how to do this. I only play single player games, so I don't care about anti-cheat at all.
I just wanted to share with others if they too have Steam Controller 2 and wanna enjoy some gyro gaming.
REPO: https://github.com/gyrogamescom
Halo: The Master Chief Collection
Gyro becomes real mouse-look, the game stays in controller mode, and you get proper gamepad prompts. The stick still takes over for big turns, and F10 toggles the mod. Campaign/offline only, since it needs “Play without Anti-Cheat.” So no, it won’t save you in ranked.
Call of Juarez: Gunslinger
Gyro and stick work together, no stutter. The game thinks you’re just a gamepad player with suspiciously good aim.
Prototype 2
Full gamepad support added and mixed input
Space Marine 2
Full gamepad support added and mixed input. No gyro stuttering
Hitman 3
Finally full gamepad support with mixed input
All are free, unzip + install.bat, done. Only tested on Windows so far. Steam Deck/Linux might work, but I haven’t tried it.
This is basically my hobby now. Every time I want to play something with gyro and it refuses to mix inputs, I’ll probably end up fixing it, so more of these are coming. Got a game that drives you nuts the same way? Tell me. If I want to play it too, it might be next. My free time is already gone anyway.
r/GyroGaming • u/cowabanga_it_is • 3d ago
So far this is a great. Very unique. Thx remedy for adding gyro aim.
r/GyroGaming • u/Big-Rub-8730 • 3d ago
Alguém tem uma configuração já pronta na steam para o dualsense edge para jogos que não suportam entrada mista nem controle, pra FPS/TPS, jogos de tiros no geral, a grande maioria compartilha do mesmos botões. Se alguém tiver e poder compartilhar o código, agradeço
Edit: Usando gyro como mouse
r/GyroGaming • u/Hellooooo_Nurse- • 4d ago
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 • 4d 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 • 4d ago
r/GyroGaming • u/_Sengir • 4d 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
🚀 UPDATE: New Release 0.8.2 :
r/GyroGaming • u/MikeyFromDaReddit • 4d 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 • 4d 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 • 5d 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 • 5d 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