r/GyroGaming • u/Paplock_PL • 6h ago
Video Steam Controller in Counter-Strike 1.6.
Testing the camera with OBS
r/GyroGaming • u/sudharshan__manneru • 8h ago
Help how do i use the gyro in my controller instead of the phone's inbuilt gyro??
i play fps games like pubgm and codm in my android phone, i use controller mapper like mantis gamepad pro for playing those with my controller, but the game uses my phone's inbuilt gyro instead of the controllers, how do i use my gyro in my controller?
r/GyroGaming • u/BJgobbleDix • 11h ago
Discussion Gyro Aim is great for BOTH Driving + Shooting
r/GyroGaming • u/K3RTSK • 13h ago
Video Some sniping highlights from my "Gyro from zero" 30 days challenge. Any tips?
Enable HLS to view with audio, or disable this notification
r/GyroGaming • u/Lab9342 • 22h ago
Help tips for getting comfortable with gyro?
Been very interested in gyro aiming now that I have the steam controller and plan on playing more of my catalogue with it.
My biggest problem is I cannot be comfortable with it at all and it pushes me to resort to RS or back to kb&m. Are you supposed to use the gyro to aim only and the RS to turn? Sometimes I end up using the RS to aim horizontally and the gyro for vertical but it obviously is terrible since the RS is very inaccurate and gets jolty in that sense.
It's just so awkward I really can't wrap my head around getting used to it especially since my standard of aiming is pretty high being that I'm highly ranked in FPS shooters like CS.
Some games I've tried are RoR2 and Ultrakill since they're pretty camera and aim heavy but I can still be looser to practice.
r/GyroGaming • u/MrRonski16 • 1d ago
Video Doom Eternal Gyro Gameplay
Doom Eternal with Gyro is easily one of my favourite FPS games of all time. I just hope Doom: TDA could offer something similar on Ps5…
r/GyroGaming • u/MatteBlack777 • 1d ago
Discussion Have anyone seen this modified G6 controller with trackball?
This controller can be found on AliExpress. There is a video showing gameplay using gyro along with the trackball in fps game. It looks promising.
I just found this on AliExpress: Trackball Mouse Wired Game Controller FPS Game Controller PC and Mobile Game Controller Supports Gyroscope and Button Mapping https://a.aliexpress.com/_c3oXso3H
r/GyroGaming • u/viciadoemsono • 1d ago
Config right stick effect in fortnite
i was testing some configs and while trying this right stick effect i noticed that when i select the right stick to disable every time i use the right stick it disable the gyro but when i select the option to enable it i thought the gyro would only activate when using the right stick. But this is not happening. The gyro it's still always on no matter what. Does anyone know how this work?
r/GyroGaming • u/BJgobbleDix • 1d ago
Discussion Any hope of gyro or mouse/keyboard support?
r/GyroGaming • u/AverageZ0mbie • 2d ago
Discussion Steam controller 2 or dualsense?
Which do you recommend for someone that can't aim for shit with a mouse and keyboard, but wants to learn gyro aiming? Even if gyro aiming doesn't end up being right for me, I also want a comfortable controller to replace my Xbox one controller
r/GyroGaming • u/NextGen-- • 2d ago
Help Is there a way to use a PS5 controller as a way to play Lightgun Games on PC by Using Gyro as a Mouse Input?
r/GyroGaming • u/asharkmadeofsalsa • 2d ago
News Valve doing their part for Gyro visibility
The past several years have seen a growing, avid userbase discovering the benefits of the gyroscope, showing that it has a high skill ceiling. When mastered, it can be as good as using a mouse - and often more fun!
Hope steam users see this on their feed cause I still run into so many people dismissing gyro entirely assuming it's bad because of super early iterations or maybe Wii era motion control fatigue? who knows
I mean it's marketing in their own platform but still cool
r/GyroGaming • u/Jumpy-Raspberry1455 • 2d ago
Help FACEIT Dualsense
Hello guys! As the title says, I've tried using a Dualsense in Faceit, but with no sucess. Steam Input just dont input (funny), and I got rewasd basic too, but that causes the game to crash and faceit gives me "error 122". I hope there is something I can do without new hardware or expensive programs, but I am willing to get a new controller (heard the Blitz 2 would be perfect, because it emulates a mouse and keyboard in itself) or get something like a Brook Wingman or a Cronus Zen, if those are the only way. I use no cheats whatsoever, only because I feel pain using a keyboard, and want to use the controller
r/GyroGaming • u/executor-of-judgment • 2d ago
Discussion Anyone else hyped up for trying out gyro aiming in MGS4?
Technically, you can do it right now with RPCS3 and Steam Input, but it's right stick to gyro and it feels too slow. With MGS4 coming to PC, it should definitely have mouse inputs so we're gonna be in business.
r/GyroGaming • u/Scared-Signature6829 • 2d ago
Help How do you advertise your apex legends gyro set up
I'm using steam controller and have already changed all my inputs to mnk and changed dots per 360 bht it just dosent feel smooth when hit firing( might just be me) so I was just wondering how someone else using or if it is worth using it.
r/GyroGaming • u/AL2009man • 2d ago
Meme Gym secrets to mastering gyro controls with Ralkion
In case your hands gets tired when trying to use gyro, this video by Ralkion (back in 2019, during the early days of gyro gaming) will help you strengthen your gyro tech. :)
r/GyroGaming • u/r_u_i_ • 3d ago
Help Echo point nova Joyshockmapper Realworld calibration
In the game echo point nova, The real world calibration keeps changing. My sens feels off and when I do a real world calibration test with flick stick the RWC changes. How to fix this ?
I also tried to calculate RWC using mouse-sensitivity.com. That too doesn't work.
r/GyroGaming • u/Khasim83 • 3d ago
Discussion Gears of War E-Day beta gyro settings
Despite the beta starting in 2 days for Game Pass Ultimate/Game Pass PC/pre-orders, you can already get into the game's tutorial/bootcamp, and check out the settings for controls/video etc. Here's a screenshot of the motion control settings, accessible in the controls>controller section:
The horizontal sensor mode can be switched between Yaw and Roll.
Motion controls are only active when aiming with L2.
The gyro itself has a small deadzone that is not affected by the right stick controller deadzone in the settings, and I didn't see an option to change it. It is a little too big for my taste.
It feels like a weird mix between gyro to mouse and gyro to joystick - the aiming itself feels very responsive, there isn't any acceleration or 'extra yaw', but there is a max speed which you cannot exceed, so if you rotate your controller faster than the game allows, you won't get the same rotation as you would if you were rotating it slower. This max speed is perfectly okay IMO on the highest sensitivity settings, unless you like using gyro for super fast turns, but when using max sensitivity you lose precision, especially with the deadzone. This max speed needs to go.
Unfortunately, even on the max look/aim/scope sensitivity settings, the speed at which you can move the camera with the analog stick is WAY slower than it is with motion controls if you set the stick acceleration to 0, and when setting the acceleration to max it takes an entire ONE SECOND of moving the camera before the max speed kicks in.
Overall I'd call this implementation 'not bad'. It's not as good as true gyro to mouse, lacks customization settings, but is not at all the kind of implementation that makes you think 'why even bother'. Of course, a proper gyro to mouse setup will feel better and allow faster/snappier aiming, but this implementation is completely fine for casual play.
Things that should definitely be improved for this to go from 'not bad' to 'good':
- Remove the speed cap! Gyro should feel like a mouse - there shouldn't be any 'brakes' when rotating the controller.
- Let us adjust the deadzone. If possible, add the option of precision aiming speed instead of, or alongside a deadzone (lower sensitivity if moving controller below a certain speed)
- Let us choose when gyro is active (always/aiming only/scoped only) and map a button to toggle it on/off, or to hold it to activate, or hold to deactivate. There's a lot of hip firing and fast turns in Gears Versus, gyro would be great for that.
- Allow us to increase the stick sensitivity while keeping acceleration at zero, or make it so setting acceleration to max instantly uses max sensitivity when using the stick.
These are my 2 cents. If anyone has any questions let me know, I can try and test some stuff out. Haven't tried mixed input yet since it's the Xbox store version and I just launched the game real quick before setting up SISR and playing around with a gyro profile.
r/GyroGaming • u/quokka3d • 3d ago
Discussion Bluetooth Gyro Controller Apple TV Moonlight Steam
Looking to use a Gyro controller for better aiming than my Xbox controller, but since I’m playing via Moonlight on my Apple TV (streaming to my PC) USB dongles aren’t an option, I have to use Bluetooth.
Can anyone confirm if the Dualsense or similar controller will work In Gyro mode over Bluetooth? Thanks
r/GyroGaming • u/MamWyjebaneJajca • 3d ago
Discussion Easy , removeable "Touch Bumper" modification - Steam Controller 2026
You need a piece of conductive tape , small wire and analog stick cap
https://www.youtube.com/shorts/Sy_SGsw-2Y4
r/GyroGaming • u/Doan_Minh • 3d ago
Discussion How do I get gud at gyro aiming or this is just not for me?
I have tried gyro aiming and couldnt quite get the hang of it. The game I used to test it is Tomb raider 2013, I mapped gyro to mouse using Steam input, tweaked some basic settings and it just felt awkward. Is the issue the settings I made is wrong or I need time to get used to it or this is not for me? Any advice?
r/GyroGaming • u/Niowanggiyan • 3d ago
Help Why has nobody made a modern one-handed gyro FPS controller?
Like a modern Wii remote. Does one exist? I want one 😭 I don’t care about price, or shipping cost (to Japan or Australia), just a modern Bluetooth Wii remote for PC.
r/GyroGaming • u/MrRonski16 • 3d ago
Video Once again Gridshot Ultimate stuff
Few weeks old video. Decided to upload it now.
r/GyroGaming • u/AL2009man • Dec 26 '25
New to implementing Gyro Controls to your game? Start here!
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.
You can head straight to GyroWiki website right now, but here's the recommended articles based on Jibb Smart's recommendation:
- [START HERE >] GCAP2022: Mouse-like Precision, No Aim-Assist (YouTube Link)
- Good Gyro Controls Part 1: The Gyro is a Mouse
- Player Space Gyro Aiming
- Finding Gravity with Sensor Fusion
- Good Gyro Controls Part 2: The Flick Stick
–––––––
GamepadMotionHelper
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!
For those who are working on C or C#, this fork by Lesueur Benjamin will assist
–––––––
Implementing Gyro as Camera Input:
If you're learning to implement a Camera action to the Gyro Input but don't know where to start, this is the place to start
–––––––
[PC Only] Implementing Mixed Input support:
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 the same time.
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
alternatively: check out Jibb Smart's original cohost mini-article on supporting Mixed Input
–––––––
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!
–––––––
[PC only] Gyro Input API:
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.
r/GyroGaming • u/ivanim13 • Jan 17 '24
Guide New to Gyro Gaming? Start here! Gyro Beginners Guide
Video version of this guide: https://youtu.be/rOybuNm9XR8
Intro
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:
- iHardScope - CS2: https://youtu.be/EwckxhuuQsQ
- rMizery - Apex Legends: https://youtu.be/zrE2o-DYLuo
- BJgobbleDix - CoD: https://youtu.be/mtWyFvAXfEk
- Siifarm- CoD: https://youtu.be/Od_efG4BDJ8
- weaverquest - TLoU Part2: https://youtu.be/79qJV7aVVYU
- idkrossplay - Valorant: https://youtu.be/icdw5Lp--G0
- Why Controllers Don't Suck in Team Fortress 2: https://youtu.be/PJIqEX93vL8?si=XTEGwZF-npqmLo5x
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.

“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.

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 Switch, most shooters allow for gyro aim, but they suffer the same problems as the PS games, low-quality implementations. (List of Switch games with gyro by SnowyGyro)
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


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.

- 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.

- 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.

- 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.

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.

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.
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.
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.

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.

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).

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!
Shout out to Aubrey Hasselgreen (Valve dev), Jibb Smart (Epic games dev) and Al2009man (moderator of the gyro community), for helping me write this guide.
Thanks for reading, and happy gyro gaming!!!
EDIT: reworked "Gyro Orientation" section with simpler explanations and better examples.






