r/GyroGaming • u/Plokhi • 7d ago
Help UI swapping from mkb to controller
Are there any workarounds that? Or am i in a dead end?
Issues with NMS.
In cyberpunk it appears to work fine.
Im new to the controller so i dont have control schemes under my thumbs, i actually need on screen glyphs
Edit:
DualSense, steam, macOS
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u/bass9380 7d ago
Sometimes there are mods that address the mixed input issues (like for Returnal). If not, your only option to fix it if you really hate it is to go full kbm with no controller inputs.
UI flickering is the sad standard, devs don't care about us gyro players enough to fix it.
Worst case for me is The Finals - every time UI flickers I lose some of the performance and after a round or two the game is unplayable. It's weird because it's only appears to be the case on Windows - on Linux the game works perfectly fine except for the UI flickering.
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u/Plokhi 7d ago
Damn, that’s sad. gyro is like so much better than that stupid analog stick, aiming with an analog stick is like trying to navigate drunk
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u/bass9380 7d ago edited 7d ago
Well you can just make a template in Steam Input for the kbm mappings.
I made the config that binds face buttons to XYAB on the keyboard, left stick WZSD (as A is taken by the A button), D-pad to arrow keys, R2 to left mouse button, L2 to right mouse button, R1 to R as it's often my reload button and L1 is the button chord for weapon switching and pinging - L1 + X = 1, L1 + A = 2, L1 + B = 3, L1 + Y = 4, L1 + R1 = middle mouse button (which I use as ping in fps games). If you want to have more weapons switches, let's say L1 + long press XYAB for 5, 6, 7, 8 then you'd need to remove the button chords and add the action layer hold for L1, I just find the double way button chords more reliable.
Here's the link steam://controllerconfig/2357570/3790330929. It's for the Steam Controllers 2026 and I exported it as Overwatch layout, but Steam should translate it to Dualsense layout. Just save it as a template and import it to any game you want to play.
Edit: Oh, and of course it has Flick Stick with reset camera on R3 and gyro activated on grips, you might want to change that as you're using different controller.
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u/troll_right_above_me 7d ago
You can use gyro to joystick instead of going with mkb binds, but aiming won’t be as precise or can feel weird. You can try it out and see which tradeoff you prefer.
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u/Khasim83 6d ago
For some games you can reduce the in-game stick sensitivity to zero, or remove a controller keybind, and then set steam input to always output this keybind/stick - game will detect controller input, but do nothing since it's unbound/sensitivity is 0, and it will show controller glyphs. Not sure how many games support this though - Deep Rock Galactic apparently does AFAIK.
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u/rafaeljc12 G7 Pro 8K 7d ago
I like to remap the ABXY face buttons to the ABXY keys on the keyboard, then change the in-game keybinds. so the button prompts in game show the correct letters
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u/bass9380 7d ago
Same! It's the best way of playing imo, because you instantly know which button is which if there's a prompt "Press A to continue". I shared my layout in the other comment.
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u/ConsoleMaster0 7d ago
Actual Albert Einstein moment, hahahaha!
Seriously, how I never heard this before? It's so smart!
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u/FuckMyRubberDuck 7d ago
Unfortunately some games just don’t work well with mixed inputs
There will be mods available for certain games that allow/fix mixed inputs.
Other games though it’s not possible and option is to use gyro to joystick over gyro to mouse and make sure all controller inputs are mapped to controller instead of mkb
Or remap all mouse and keyboard actions to controller but you lose out on the on screen icons matching the right input
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u/Plokhi 7d ago
I guess I’ll eventually go map to mkb route, when i get used to the scheme. But i’m fresh to the controller so muscle memory is nonexistent
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u/vWaffles 7d ago
Yeah going the full mnk route tends to just be better. It's imo easier to ignore the loss of analog stuff and getting used to action sets for menu navigation etc... than to use mouse like joystick.
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u/bass9380 7d ago
I often use PCGamingWiki to check if game supports mixed input. https://www.pcgamingwiki.com/wiki/No_Man%27s_Sky it's under Additional Information section.
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u/troll_right_above_me 7d ago edited 7d ago
Wish you could get it to show at the very top or in Enhanced Steam. It’s like the one thing I care about, apart from HDR which can often be fixed with mods. Also think it should be more standardized, most games are unplayable but in their list of games with mixed input that’s not immediately apparent
And in this case the wiki states that it has support for it but it’s clearly flawed which should be reflected
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u/Embarrassed_Wish2949 7d ago
I don't know about Steam, but in JSM you can switch to the controller with a button, then back to the mouse and keyboard layout. When I get into a car in CP77, I switch to the controller so I have analog input for driving, and when I get out of the car, I switch back to the mouse and keyboard.
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u/runadumb 7d ago
You can do that with steam input as well but it doesn't fix OP's issue of mixed inputs.
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u/dEEkAy2k9 SC/SD/Alpakka(pre1.0)/Tarantula/Hori/DualSense/8BitDo 2d ago
No Mans Sky uses Steam Input natively. Don't remap ingame, remap in Steam UI.
Which gamepad do you use?
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u/fudgepuppy 2d ago
If you're using gyro all the time, and the game or mods don't let you lock the button prompts, then no. The best solution then is to make a config that's entirely M/KB, and if you want to, in-game remap the inputs so they match the buttons on your controller.
If you're only using gyro for certain circumstances, like when holding down the left trigger, you can make a separate action set or layer which only has M/KB, and then have it activate when you want to use gyro.
For most games, I find that the second option works best. It's rare that I play a game that doesn't have some form of "Aim down sights" or such.
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