Comments 2

Re: Resident Evil Village Has Gyro Aiming on PS5, But It's Busted

AL2009man

@PhhhCough knowing the history of Motion Controlled-Aiming, we're were doing "Gyroscopic Aiming" waay back in the Nintendo 3DS and PlayStation Vita-era. We just didn't truly figure out how to "optimize it" until Splatoon arrived.

To properly answered your question regarding "how far would you tilt in CoD/BF-type game": The general principles of Gyro Aiming tends to be a "Use Analog Sticks for broader movement, Use Motion Sensors for smaller movement" approach most Splatoon players do.

Just like Analog Sticks, Sensitivity plays an important factor here. For a game like Titanfall 2 or Call of Duty, you need the Splatoon-method of Gyro Aim. For a game like... Resident Evil 4/5/6 or The Last of Us Part II (that one got Native Gyro Aim support), you need the Breath of the Wild-method of Gyro Aim.

while Rogue Company gives up both options, we can already achieve that on PC via Input Mappers. In fact: I recently played Titanfall 2 on PC with both Methods after fiddling with the settings.

If you want more info; I highly suggest checking out this video from a Pro-Splatoon player ThatSrb2DUDE on how to use Motion Controlled-Aiming. While the video is Splatoon-specific; it can also apply to any game.

https://youtu.be/c0ep2tJk8f0

In the meantime, an Input specialist wrote an article on how-to do Good Gyro Controls. I highly suggest you to read it if you have the free time.

https://www.gamasutra.com/blogs/JibbSmart/20210330/379034/The_Absolute_Basics_of_Good_Gyro_Controls.php

Re: Resident Evil Village Has Gyro Aiming on PS5, But It's Busted

AL2009man

@PhhhCough Time to make a Hot take: while Splatoon started the Gyro Aiming trend, it took a Breath of the Wild to show players that Gyro Aiming is "as good as people have stated".

After DOOM 2016's Nintendo Switch port, Gyro Aiming is practically a standard and it's going to be expected whenever a game with "shooting" elements is released to Nintendo Switch console.

Starting from that point, we're slowly seeing the adopting rate on PlayStation, and if Resident Evil Village, a major triple-a game, has Gyro Aiming support (even tho, it's "busted" compared to Monster Hunter Rise...same game engine too!), progress has been made- I guess.

(alternatively: The Last of Us Part II or Days Gone, but they're added it in a post-release patch)

think of it as how Twin-Stick Analog Stick control scheme was adopted: While Alien Resurrection [the game] was one of the earliest FPS to implement that control scheme (remember that poorly-aged Gamespot review?), it took a Halo to show players that Twin-Stick Analog Stick Aim is "as good as people have stated".