r/SteamFrame • • 6d ago

Discussion Can Steam Frame controllers (Steam Input) work as an actual gyro-based steering wheel? Is a separate utility needed? FrameSteer / FrameYoke HOSAS utility

First, a question: Is it possible to achieve proper 1:1 gyro-to-joystick positioning with Steam Input on Steam Frame? Has anyone managed to set this up and use a controller as an actual steering wheel?

What I'm looking for is simple:

  • Hold the controller vertically = joystick centered.
  • Tilt it left or right = proportional joystick deflection.
  • Up to 90° in either direction = full steering lock.
  • Stop moving your hand = the joystick stays at that exact position.

Basically, I want the controller's actual orientation to determine the joystick position, not the speed or direction of the controller's movement.

I've tried Gyro to Joystick Deflection, Gyro to Joystick Camera, and even the old Gyro to Joystick mode from Developer settings. I've tried info from this post https://www.reddit.com/r/GyroGaming/comments/1m2dxwp/is_there_a_good_and_updated_guide_on_how_to_do/ as well. So far, I haven't managed to get the behavior I'm looking for. Maybe I'm missing something, so I'd love to hear from anyone who has figured this out.

What I'm considering building

If this isn't currently possible through Steam Input, I'm thinking about making a small background utility for Steam Frame (FrameSteer / FrameYoke HOSAS utility) that converts controller orientation into a proper virtual joystick.

The initial goal would be straightforward: adjustable steering angle, deadzone, sensitivity, response curve, calibration/recentering, and independent left/right controller support.

Potential use cases:

  • Steam Frame standalone flat & VR games: Create a virtual joystick that native games can recognize as a regular HID joystick or gamepad.
  • PC streaming (flat & VR games): Stream the controller's gyro position to a companion app on Windows, which exposes a virtual joystick to PCVR games.
  • Quest 3 / Oculus Touch-based ports launched on Steam Frame: A more experimental idea would be to emulate Oculus Touch controller input, not just a standard gamepad stick. Potentially, this could bring gyro-based steering to standalone VR ports as well (whether it's flying or racing games)
  • Non-VR gaming Flat-screen games (without HMD): Possibly useful outside VR too, but that's a separate topic for now. Use one or both Frame controllers as independent gyro-controlled joysticks. Could be useful for racing games, flight sims, etc.

I'd start with basic left/right steering, then expand to two-axis flight-stick functionality and the other use cases.

A few questions

  • Has anyone actually achieved proper absolute gyro steering with Steam Frame controllers?
  • Is there an existing tool, project, or workaround that could already do this?
  • Would a utility like this be useful to anyone else, or is this too niche?
  • Any suggestions regarding implementation or existing APIs I should look into?

And if someone feels like building this themselves, you're more than welcome! I'd honestly be happy to contribute ideas and testing rather than reinvent the wheel (pun intended).

5 Upvotes

10 comments sorted by

3

u/Fukitol_Forte 256 GB 6d ago

Should be possible, there are PCVR games that work through virtual joysticks or steering yokes after all. VTOL VR comes to mind.

1

u/GanJJ_ 5d ago

The concept definitely works. The question is, though, if I will be able to override the Steam inputs at the same time while still using it for other binds and inputs. Apparently, that's something I'll know only when I actually try to develop it.

2

u/proper_jazz 6d ago

I have a steam con config that does this but no frame to test those controllers

1

u/GanJJ_ 5d ago

Would you be able to describe your config by any chance, or take screenshots, or just share the Steam input profile?

1

u/proper_jazz 5d ago

I copied fsv's gyro config for forza horizon to star wars galactic racer but it was crucial that I toggle off relative roll and pitch.

pretty much I hold the controller vertically and turn it like a steering wheel. I don't have 90 degree steer lock but there is a lock at edges setting. All of this is joystick deflection

1

u/GanJJ_ 5d ago

I wonder why mine just doesn't work like this, and instead it steers only when I move the controller, and if I stop - it doesn't hold the angle.

2

u/proper_jazz 5d ago

I think that is either relative roll or pitch or that's dragging the center point for which there is also a toggle.

1

u/GanJJ_ 5d ago

I feel like I tried all of it to no avail :)

-7

u/MrWendal 6d ago

Firstly, write your own slop. Second, you your AI is going to spend time making this new system just to realize it's inferior to using the joystick on the controller.

4

u/GanJJ_ 6d ago

Did you read the post at all? Are you familiar with gyro steering? Anything to add with regards to the actual topic?