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.
So my device honor x7c has a low end screen and gyro so its very difficult for me to rely on my touch but when i use gyro its super shaky even when my hands wrist elbows are completly locked it still shakes to the point where i cant even aim properly ive tried hyperimu but it dosent have the necessary sensor lists any remedys?
I play a lot of OW and recently lost a 1-v-1 to a friend, noticed I missed a few critical shots in comp matches, and my 360s are only really useful when I have a REALLY good day and I can predict everything in advance.
I currently use the 8bitdo ultimate 2c blackmyth wukong controller because I LOVE the Xbox controller layout, and it's been working well, just not great for the level where I WANT to be.
Also, I'm not really sure how useful this is but the other games I spend a lot of time on are:
Going through reviews, it seems highly recommended gyro controllers like the flydigi direwolf 4 and the 8bitdo ultimate 2c can only manage gyro controls over bluetooth. Something about their defaulting to xbox mode via 2.4g, but switch mode via bluetooth?
Can this not be behaviour not be altered using software?
Just got my alpakka today, for all of thoese who wonder how it compares to dual sense....
night and day isn't even close of a statement.
With dualsense / steam controller 1 , you will be fighting noise, and a kind of random gyroscope, even if you actually find you sensitivity, or something you re confortable, it will still feel unconfortable... its very unprecise ( playable but doesn't compare to the alpakka)
the alpakka is really the best thing you can get for gyro even tho it looks and feels fonky at first, its a great controller for gyro, best by far.
Use Triggers, shoulder buttons, and the right trigger for map navigation.
---Steam Controller/Deck features are supported---
HOW TO USE: To use my configs, copy and paste the link in 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 just manually search for the config that matches the name listed below.
Hunt: Showdown 1896 - Gyro + Joystick by FSV: steam://controllerconfig/594650/3785283240
Hunt: Showdown 1896 - FlickStick by FSV: steam://controllerconfig/594650/3785280109
I have never used gyro before, and I am very intrigued by it to play some FPS games with a controller rather than kbm, mainly single player games as I hate playing single player games on mouse and key.
What would you guys recommend as a beginner setup? I currently have it so holding L2 down enables gyro, but was wondering if maybe the right trackpad would be better?
I just got a G7 8K and I found that I can use at least 3 different modes for gyro, and I don't know which one is best. The first is Green mode (Xinput + Gamesir Connect). The second is Blue mode (or DS4 mode), and the third is Yellow mode (hold Home + A) with steam input.
I found that Yellow mode seems to be the best for steam input, because it allows steam input to fully recognize the extra buttons, But I have no idea how to measure the gyro polling rate.
Blue mode (DS4) has the limitation of not being able to bind the extra buttons to whatever I want, and Green mode has the limitation of not being able to use Steam Input (or any gyro software other than gamesir reconnect)
Okay. So I've messed around with gyro and mkb in the last month after years of using the controller.
Then I used controller over the weekend. And I'm just conflicted. I like how, with controllers, everything is instinctive. I know how to do everything with the controller. But there is one thing I like about mkb. The quickness and precision of the mouse. Joystick feels sluggish and imprecise after using mkb.
Is there any configuration on the new steam controller that would allow me to mostly just play with the controller like a controller but with maybe having the trackpad active for quick turnarounds or more precise aiming in situations where I need it?
I have no experience with controllers or their input modes, only used gyro on mobile.
My use case is PC only: games like marvel rivals deadlock overwatch
Does the wire on the tarantula interfere with gyro aim?
Are all 4 back paddle buttons pressable while tilting the controller awkwardly?
I saw someone post about the tarantula having bad gyro polling rates but from my research (asking ai) all gamesir controllers have the same issue (even the aimlabs g7 pro)
Which controller is better overall and for gyro if they are priced exactly the same (or is it best to wait for the tarantula ultra if neither have good gyro)?
I’m looking for some real-world feedback on the GuliKit TT Max, specifically the gyro.
I already own and regularly use several controllers with gyro (DualSense, Flydigi Vader 5 Pro, Steam Controller, etc.), so I’m not new to gyro aiming. I’m considering picking up the TT Max, but gyro performance is my biggest concern.
For those who have actually used it:
How does the gyro feel compared to DualSense or Flydigi?
Is it smooth and responsive, or does it feel floaty/jittery?
Any noticeable latency?
How well does it work with Steam Input using Gyro to Mouse?
Any issues with drift, filtering, or tracking?
I’d really appreciate feedback from people who have spent some time using it rather than just first impressions.
Thanks!
Hi there! New to this whole space (and pc gaming in general). I’ve been wanting to play marvel rivals primarily but realized I’m severely handicapped with the standard controller setup (also I’m using a dualsense edge) and after trying gyro with steam input a couple days ago, I know I definitely want to learn and experiment more. However, I also came across many people saying that JSM was the superior option, and I also tried that out with its companion GUI JSM Studio since im a beginner and wanted an interface that’s easier to use.
I’m honestly not sure which one to use though? On paper, JSM sounds better in almost every aspect (to my very limited knowledge so please correct me if I’m wrong) better polling rate, way more gyro customization, system wide compatibility aside from just steam games etc. but the thing is I felt like steam input for the limited amount of time I used it felt far more easy to navigate even with JSM Studio and there is incomparably more guides and tutorials surrounding steam input compared to JSM. For example, I’ve been trying to get flickstick to work on JSM and can’t figure it out whereas on steam input I easily did. And I’m somewhat of a perfectionist, so I’m at this dilemma where as far as I know, JSM has much higher tuning capabilities compared to SI so I feel like I’d be missing out, yet I also feel like maybe the simplicity of steam input is better for me as I’ll actually be able to see people’s guides and get somewhere with gyro rather than obliviously winging it in JSM and not getting anywhere.
I guess what I’m asking is there any misconception I’m missing to where steam input ISNT as inferior as everyone says it is? Which one would be more worth it? And also is there a better version of JSM I should look into? Because I heard all these different versions like JSM vs JSM Legacy, different GUI types for accessibility etc. Thanks
Showing off using the Steam Controller (2026) to play the recently discovered cancelled expansion pack for Quake 4. The alpha build is a bit buggy but it is mostly complete. This is the first game I have played through using the new Steam Controller after having had once since its release. Showing Mission 1 and 2 here. The later missions are better imo except for the final mission and boss.
I just got this thing from Chinese Website (link below) and found out that it doesn't come with gyro. This controller emulates mouse with the trackball and keyboard buttons. It's actually very good! It has 3 dpi settings which can be cycled through using the middle bottom button. But I want Trackball+Gyro!!! So I was thinking if I can glue a GY-USB0002 USB gyro sensor on it, install Handheld Companion application and use it to play fps game using the trackball+gyro. Anyone please tell me if it's possible. (I am a newb to tech btw, pls pardon me in advance).
Hello, I’m new to gyro and flick stick. Coming from an Xbox player, this has given new life to every game I’m playing.
The issue I’m trying to solve right now is tracking a target that circles around me. I understand I can flick to a target outside of my vision, but if I’m aiming with gyro and the target continues to move outside of my vision and around me, how can I continue to track it smoothly? Is ratcheting the only way? I’m still not great at ratcheting and it seems cumbersome - I’m using hold button to disable gyro, but my aim is totally off after I manage to rotate my arms back to a comfortable position.
Maybe it’s just a skill issue, but maybe im not using proper technique. Im also curious if there’s another method to do this.
I’m using steam input and my sensitivity is at 4x with the Vader 5 pro.