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idk man, even ps games don’t use gyro, no?
they do. I know that the ps5 versions of call of duty have gyro aiming as a feature you can toggle on
The controller has gyro, and games like Horizon Zero Dawn/Forbidden West do make use of it. There are others as well, but I’m not familiar enough with the library to recall specifics
but is really good festures?, or just a gimick?
It’s quite good. It helps a lot with making minute adjustments to aim that the control sticks can’t quite manage without dropping sensitivity substantially.
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When treated as a fine input for aiming, where the right analog stick might be considered a coarse input, it is a really good feature.
Most of the time Nintendo has implemented motion controls, it is a gimmick.
OP was saying that it was next generation feature
when it’s three generations old now.
lol
I’d say it’s a matter of preference than anything “next-gen”. I really liked using a hybrid approach with the Steam Controller a few years back for some third person games with archery, but it has its own drawbacks and complexities so I could see why people would prefer the simplicity of the good ol’ analogue stick.
It would be nice if the major controller APIs used for feeding input into games had native gyro support. I think that’s the biggest limitation with gyro on the Steam Deck - you almost always have to use it to emulate some other input method (mouse or joystick). Almost certalnly because most games use Microsoft’s XInput and that’s based around the Xbox controller and its lack of gyro. I know there was a gyro server to feed Steam Deck raw gyro data directly into Yuzu and it made the gyro parts of BotW playable, but the interface used didn’t seem like much of a standard outside a few emulators.
Gravity Rush time.