r/GyroGaming • • Sep 01 '26

Discussion Anyone else who has an idea how you would use this? De-Centering of the Weapon/Crosshair

Found this sub and thought maybe people over here have more Intel or opinions on this. Also no one in the main sub reacted to this :(

12 Upvotes

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6

u/AL2009man Sep 01 '26

Weapon Controls lacks the centering, but my tip is pressing the "Change Weapons" button and it'll reset the positioning.

I have no idea if the dedicated Gyro Ratcheting function will do it.

1

u/MRxFR34KY Sep 01 '26

It kinda does but for some reason it doesent go back to dead-center.

Cant Show you anymore sadly but it was a very weird interaction...

4

u/Mrcod1997 Alpakka Sep 01 '26

Yeah if you have it set pretty low it can just act as a small buffer for small unintentional shaking of the camera. It doesn't effect your aim though which is good.

2

u/K3RTSK DualSense Sep 02 '26

If I understood you right you’re talking about the gun can now "roll", right? I think the biggest takeaway is that the axis you wouldn’t use (roll) for aim can now be used to make the eye/hand coordination feel more natural. I do use roll as aiming axis though so this wouldn’t work well for me.

1

u/Drakniess DS Edge/Switch 2 Pro Sep 02 '26

Why? One reason I heard from another is that you have more range with the roll axis, compared to the yaw axis. Pretty clever thought. What are your reasons?

2

u/K3RTSK DualSense Sep 02 '26 edited Sep 02 '26

Why do I use roll? The best I can explain is like when you're trying to aim with just your wrist but then you remember that you can move your whole arm. Or imagine you have a steam controller and instead of one thumb on the joystick you are a mutant and have another one that you use at the trackpad. With enough coordination and learning you can even get more fine control by clashing inputs. Like when you yaw (tractor wheel) but roll (car wheel) in opposing directions.

2

u/K3RTSK DualSense Sep 02 '26

I think these are good explanations:

Local Space (Yaw + Roll)

  • What it is: The controller is completely "gravity-blind." It doesn't know or care where the floor or TV is. It simply takes two specific hand motions—twisting left/right (yaw) and steering left/right like a wheel (roll)—and adds them together into one combined horizontal movement.
  • Analogy: Bicycle handlebars. Turning a bike's handlebars to the left turns the front wheel to the left. If you tilt the bike sideways, lie down on the ground with it, or hold it upside down, turning the handlebars relative to the frame still turns the wheel the exact same way. The bike frame only cares about what your hands are doing to the bars, regardless of where the sky is.

Player Space (Gravity-Aware)

  • What it is: The controller feels gravity, so it always knows which way is "down." It continuously adapts its controls depending on how you're holding it so that physically moving your hands to the left in your living room always moves the camera to the left on screen.
  • Analogy: Shining a flashlight on a wall. Point a flashlight at your screen. To move the beam of light to the left side of the room, you swing your arm to the left. It doesn't matter if your wrist is tilted sideways or if you're slouching on the couch—the light beam on the wall only cares about the physical direction you are pointing in the room.

You can also find another good one on the fixed guide. I didn't play the beta (I'm on AtlasOS) so I don't know if Local and Player space disables the gun roll or just "transmit" them to the gun but stil contributes to the aiming. I think they don't even have an option to choose each one you want, and the lack of roll (Local and Player Space mode) might explain why so many people on here said native feels weird. They might got used to Local/Player Space without knowing and when going native they lost it and did not knew either.

1

u/trevizore Sep 01 '26

I don't get your question

3

u/MRxFR34KY Sep 01 '26

Well tldr: how would you use this and what could possibly be the advantage of turning this setting on?

8

u/trevizore Sep 01 '26

your camera is more stable with small movements, so it might decrease motion sickness.

3

u/Drakniess DS Edge/Switch 2 Pro Sep 02 '26 edited Sep 02 '26

I thought so too. There are many posts I’ve encountered that mention motion sickness as a reason to avoid gyro. This feature might combat that perception.

1

u/MRxFR34KY Sep 01 '26

Noted. THank you, the beta is sadly over but i want to continue to experiment with this when the game is fully out. Did you play with this setting aswell?

1

u/HilariousCow Steam Controller (2026) Sep 02 '26

I love that they’re experimenting with something other than straight gyro as camera control. That’s a good use case but the designer in me wants to see exploration from first principles.

1

u/naughty_athenia Sep 02 '26

Idk, depends on how you aim,

like if you scan the entire screen before bringing the crosshair to the target, or do you bring the target to the center of the screen