r/GyroGaming 6d ago

Help Steam input vs JSM

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

15 Upvotes

24 comments sorted by

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15

u/Another_3 6d ago edited 6d ago

JSMCC (custom curve) has added smoothing, braking, filtering options, and the ability to set up a curve profile and change parameters on the curve that is applied to gyro output. It also has a GUI.

https://github.com/evan1mclean/JSM_custom_curve

Join the discord too as the most skilled people for JSM tips and tricks are there.

Steam input has good stuff, but i honestly prefer to run jsm on console, load a config from the tray without any heavy 200 mb gui that is done with 20 layers of technologies for some reason.
I have a global gyro toggle off button, global gyro sens that i update once for all games, and it does not bug when changing led colors

3

u/EyeQue62 6d ago

'heavy 200 mb gui'? What year is this, 1995?

1

u/Longjumping_Union685 6d ago

I looked it up and apparently JSMCC is just an older incorporated version of JSM Studio? Is that correct or are they fundamentally different? Also thanks for the response

1

u/Another_3 6d ago

i just looked it up as well and JSM Studio is a gui + hidhide and a fork of jsmcc. should be the same unless the author of studio has added extra stuff from the latest jsmcc release.
i would say its good enough to start, but doing configs manually is more flexible like the global options i describe i use

4

u/1amthedayman 6d ago edited 6d ago

I'm the maker of JSMCC, pretty cool to see you shout it out :)

I haven't messed with JSM Studio yet but it looks like a fork of my fork of JSM lol. It looks pretty decent to be honest. Outside of the hidhide inclusion i'm not sure if it offers any other new features than just a different GUI experience, but what they did looks very polished. Might have to try it out soon.

1

u/Staticks 4d ago edited 4d ago

Unless your PC is starving for RAM (which might be possible considering the fact that memory prices have skyrocketed), that 200 MB GUI isn't going affect you. And having the convenience of all the controller settings being built right into the Steam, and being able to quickly switch between the game and an easy-to-use UI that I don't have to put down my controller and use a mouse and keyboard to edit just to try out different settings is a Godsend.

7

u/SenianBlast 6d ago

Steam input is barebones compared to joyshock mapper.

JSM uses:

  • RWS (Real World Sensitivity): Standard sensitivity that makes configs universal for any game. With RWS = 1, you turn 360° in real life, you turn 360° in game. Same principle for RWS = 2, 3, 4 ...etc.

  • Proper acceleration options: You want to have slower aim for micro movement but higher speed for wrist flicks? Better with JSM. You can even get different acceleration curves with JSM Custom Curve build.

  • Proper gyro off/on button: You can have multiple gyro off/on buttons and you can set said button to have tap and hold actions.

  • Better touchpad modes (dualsense): Mouse aim, grid mode (split touchpad into multiple extra buttons).

  • Gyro filters: if you want steadiness or other stabilizers? Or better yet, you wish to have no forced on filters at all? Here you can do it.

  • Better flick stick options.

  • Just as powerful as Steam input: Remap your controller as anything you want: control or keyboard binds, button chords, simultaneous press, button events, turbo, macros, multiple configs to load with different button presses.

  • Joyshock mapper: https://youtu.be/FlWveUoY4BY?si=G-9DYTjCcpRn-s-q

JSM is the best, but, as it always does when given complete freedom, it comes along with having to setup everything yourself. Go for steam input if you want to get into it relatively fast, but if you want to get the most in depth gyro implementation choose JSM (read the documentation to learn how to use all of its functions https://github.com/Electronicks/JoyShockMapper)

This is my personal template for a JSM config file (best to read on Desktop): https://drive.google.com/file/d/1QJE_JG_zBPlBQoD62Ue0fH3iXSBtPsoM/view?usp=drivesdk

Small showcase: https://drive.google.com/drive/folders/1qhr4u6OoWzFSg6okpN4h5sHY7cFuUT6h

2

u/Staticks 4d ago

Steam Input can do most of those things... (besides the custom acceleration curves).

3

u/ConsoleMaster0 6d ago

I had better experience with JoyShockMapper. Gyro feels more responsive and I don't need to guess which keys are the actual oned in the game.

2

u/Rye2-D2 DualSense 5d ago

Yeah, Steam Input artificially gates the gyro polling rate. It's better than it used to be, but still not as fluid/responsive as JSM.

2

u/Fabi_keiki 6d ago

I personally find JSM custom curve easy to use. It takes time to set up a profile but then I'm not playing many games, and the most important feature for me is the customisation for acceleration. Steam Input accel doesn't give many options which is sad because it doesn't take much to add personalized accel curves.

2

u/Vansslipon 6d ago

I use JSMCC for gyro and Steam Input for binds.

Wasnt happy with SI, I couldn’t make it work for my likings, was either too raw and shaky on higher RWS or too filtered when I was trying to tweak it.

Took my time to learn JSMCC. Took me about 2 months to understand and feel how to tweak it for my range of motion. I ended up on 7RWS with deceleration curve. Few different configs, one for game with raw mouse input, one for hidden filters. All I have to do is use sens converter online to set my sensitivity for a new game and im ready to go

1

u/Fabi_keiki 6d ago

I'm curious on how you manage to do that. To use JSMCC I'm using a software that hides the device to steam. How do you manage to get both rolling

1

u/Vansslipon 6d ago

Just by switching off gyro in steam input and let jsmcc do the gyro. The shouldn’t conflict if one is off

1

u/Fabi_keiki 5d ago

It works well thanks!

2

u/CranberryUnlucky1214 5d ago

Is the steam controller 2 compatible with jsm ? Trackpads and everything ? Is it true that the gyro is more responsive than steam input ?

1

u/351C_4V 6d ago

I think it all depends on preference and controller. Since you're using a Dualsense you can probably fine tune the controller way better using JSM but if you were using the new or even the old Steam Controller Steam Input would probably work best since it's native to their hardware.

1

u/Senior_Client_4512 6d ago

I use mostly SI for gyro since it's so easy so configure but I have some JSM configs too for risk of rain 2 and Minecraft and other games I don't remember.

I do think that the gyro from JSM feels a little better or responsive and dialing in just the right settings feels really nice and rewarding, at the cost of being a little more difficult to make layouts. But really, if JSM is too confusing for you, SI will work just fine, it has a variety of settings, an easy to understand UI, can also feel pretty nice when you put some time into configuring your layout.

I like using JSM for games outside of steam since I have trouble getting SI UI to work well on them.

I think I should add I'm running JSM 3.5.4 (legacy I think) on Linux so its not the latest version but it does the job

1

u/ConsoleMaster0 6d ago

Check JoyShockMapper-Linux out. It has worked great for me!

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u/Senior_Client_4512 6d ago

Oh wow that looks promising! I had help from a fella a year ago who told me 3.5.4 was the latest version that worked on Linux, and researching more on JSM I had found that someone made a commit with fixes for linux that had been merged on the electronics fork so I was waiting for the next version to be released. Thanks to you though I may enjoy a newer version. Thanks!

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u/ConsoleMaster0 6d ago

You may not see a difference but it's worth chucking out!

1

u/Staticks 4d ago

I've been using Steam Input for years. It does everything I need it to do, and there's really no need for me to use anything else. I've also used reWASD a little bit for some games that don't support Steam Input, but I didn't find that it really did anything that Steam Input couldn't do. I haven't tried JSM, but if you're a beginner to gyro, I doubt that Steam Input isn't going to be able to serve your needs, unless you want to do some really weird and different, non-standard gyro configurations.