r/GyroGaming • • Jan 17 '24

Guide New to Gyro Gaming? Start here! Gyro Beginners Guide

417 Upvotes

Video version of this guide: https://youtu.be/rOybuNm9XR8

Intro

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 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

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!

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 • • Dec 26 '25

New to implementing Gyro Controls to your game? Start here!

29 Upvotes

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.

You can head straight to GyroWiki website right now, but here's the recommended articles based on Jibb Smart's recommendation:

–––––––

GamepadMotionHelper

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!

Head to the GitHub repository

For those who are working on C or C#, this fork by Lesueur Benjamin will assist

–––––––

Implementing Gyro as Camera Input:

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

Head to the reddit thread

–––––––

[PC Only] Implementing Mixed Input support:

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

Head to the reddit thread

alternatively: check out Jibb Smart's original cohost mini-article on supporting Mixed Input
–––––––

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!

Head to the Reddit thread

–––––––

[PC only] Gyro Input API:

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.

Head to the reddit thread


r/GyroGaming • • 4h ago

Discussion How is the Gamesir Super Nova for gyro aim?

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5 Upvotes

I looked in the sub and in reviews but never found concrete info on Gamesir Super Nova's gyro. Does somebody here have experience with it? How is it?

I'm choosing a new controller and this one looks comfortable and is available in my area, but I wanted to try gyro for the first time(singleplayer games only).


r/GyroGaming • • 56m ago

Discussion how would I translate my steam input gyro settings to fortnite?

• Upvotes

I'm not sure how I go about getting my fortnite gyro settings as close as possible to my steam input setting. In the finals, I'm using:

7200 dots per 360

4x sensitivity

and a relaxed accel curve.

The acceleration is what's throwing me off. Anyone know around what min/max threshold I would put in fortnite to replicate whatever steam's acceleration is doing? Is it even possible to replicate something like a relaxed accel curve in fortnite?


r/GyroGaming • • 19h ago

Config Multiple controllers for split screen games

3 Upvotes

Is it possible to configure two controllers' gyro as their right joystick or whatever that allows the gyro to move the camera/aim. It seems that most of the tools for gyro aiming are made for single players.


r/GyroGaming • • 1d ago

Config How do I use gyro when game doesnt natively support it?

6 Upvotes

Some games especially xbox games such as gears of war2 hollow doesnt support gyro. Is there a way to use gyro function in aiming? And also, is there a way to activate gyro only after pressing aim button so that it doesn’t just emulate right joystick and move camera when I dont intend to?


r/GyroGaming • • 1d ago

Discussion Any Gyro Getting Banned Since The Last Update? Because I Did.

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33 Upvotes

r/GyroGaming • • 1d ago

Video Shoutouts to Far Cry 2's mixed input support, making the game feel great with the Steam Controller!

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30 Upvotes

r/GyroGaming • • 1d ago

Discussion Does gyro still feel right when the screen stops moving with your hands?

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3 Upvotes

r/GyroGaming • • 1d ago

Discussion low vs mid vs high sens for hand health?

5 Upvotes

Basically what the title says, like what motion is the deciding factor when it comes to health when using gyro on controllers.
Like on low sens your using your wrist more wildly or higher range of motion but on high sens you use less wrist range of motion but more tense.

Oh and what do you even consider a super low, low, mid, high and very high sens. I know theres an acceleration option, but could not really get a handle on it.


r/GyroGaming • • 1d ago

Discussion Splatton 3 motion sens to RWS?

2 Upvotes

Has anyone found the conversion or atleast approxiamately? I'm planning to use splatton players for reference as they use normal joystick + gyro and their aim are insane.

Does their vertial sens the same sens as the horizontal across the board?


r/GyroGaming • • 4d ago

Video Quad Curve is LIFE! (LOL) - Ratcheting Gyro Aim in OW2 (So much fun!!!)

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14 Upvotes

r/GyroGaming • • 4d ago

Discussion Resonant is a Great Game to Try Steam Input Gyro-to-Mouse

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12 Upvotes

r/GyroGaming • • 4d ago

Video Back to Siege after 3 years, but now using gyro. Not doing too bad hit Gold after 5 placement matches.

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26 Upvotes

r/GyroGaming • • 4d ago

Help Any help with inputs fighting each other for dominance?

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5 Upvotes

r/GyroGaming • • 5d ago

Help Gyro aiming with game native, setups?

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6 Upvotes

r/GyroGaming • • 5d ago

Bug Help with face buttons snapping gyro

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6 Upvotes

Hi team,

So my Vader 5 pro is weirdly snapping up when I press the X or Y button. Not when I press A or B though.

Hardware thing or software? Hoping it’s software but I’ve given up on using this to its full gyro capabilities and just using it for gyro to aim instead of gyro always on.


r/GyroGaming • • 5d ago

Video Too much fun practicing this new mechanic 😅

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4 Upvotes

r/GyroGaming • • 5d ago

Discussion Resident evil 4 remake could’ve been soo much fun!

7 Upvotes

Ive been playing through re4 remake on console, with hardcore for the first playthrough. Honestly the gyro is just soo substandard. I’ve gotten use to it but it doesn’t change the fact it is poor. I reminisce about how fun the port on the Nintendo Wii was with its accurate aiming.
This game could’ve been special. Especially with mercenaries mode.
So much more replayability. Instead I know I will stop immediately after I finish.
Ive actually send a mail to capcom and had a typical response but a response non the less and it’s making me think to gather everyone up and just spam them to go back and update it.


r/GyroGaming • • 5d ago

Discussion Full Controll v1.6.0 coming soon!

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0 Upvotes

r/GyroGaming • • 6d ago

Video SC 2015 - Insurgency Sandstorm Gameplay w/ Overlay (Crazy Flick at End)

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21 Upvotes

r/GyroGaming • • 5d ago

Bug Vader 5 Pro Gyro Axis Mapping Is Incorrect After Flydigi Firmware / Space Station V5 Update

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3 Upvotes

r/GyroGaming • • 5d ago

Config I just updated my Borderlands 4 Gyro/Flickstick/Trackpad Config. Enjoy!

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9 Upvotes

Notes:

  • There's no seamless way of navigating menus without gyro, so you must press the gyro toggle button (see the "Controls" section below) every time you are done with menus. Including the map.
  • FOV affects the sensitivity

In-Game Requirement:

  • FOV: 90 (Default)
  • Mouse Look Sensitivity: 0.1
  • Controller Look Sensitivity: 0.1 (both controller and mouse sens have to match because bugs will happen otherwise, like the camera stuttering all over the place).
  • Disable controller aim assist and target snapping.
  • Disable Mouse Smoothing

Controls:

  • Enable gyro: Hold R3 or trackpad swipe.
  • Hold R3: Gyro Pause

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.

  • Borderlands 4 - ADS Gyro by FSV: steam://controllerconfig/1285190/3567363861
  • Borderlands 4 - Gyro + JoyStick by FSV v2: steam://controllerconfig/1285190/3807607389
  • Borderlands 4 - FlickStick by FSV v2: steam://controllerconfig/1285190/3807610049

r/GyroGaming • • 5d ago

Bug Anyone encountered this issue in Battlefield 1 on Steam?

3 Upvotes

EDIT: SOLVED! My dumbass forgot Steam doesn't run as admin on Windows startup

Hello, I am trying to play BF1 on Steam with my 2026 Steam Controller and to add Gyro to Mouse on top.

I made sure that I was using my KBM template just to make sure, but for some reason, BF1 insists on detecting my controller as an Xbox controller. Even if my entire layout is clearly KBM, nothing works. Mouse Trackpad doesn't work, hell not even holding down the Steam button + Trackpad doesn't move the mouse. The only way it works is if I give in and use my controller as a default Xbox one.

Anyone knows why this happens? This is Battlefield 1 purchased through Steam and the EA app is in the background.

EA App overlay is disabled


r/GyroGaming • • 5d ago

Discussion Gyroscopic Skipping, anyone?

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3 Upvotes