Mouse-like Precision, No Aim Assist - GCAP22 Presentation — posted by JibbSmartJibbSmart on 06 Oct 2022 12:15

Can we close the gap between mouse players and controller players without having the game artificially help the player with their aiming? Is there a natural, easy to pick up, fun to master, mouse-like input on standard modern controllers? Yes. The gyro. Some games offer inconsistent experiences with gyro controls. But the gyro gaming community have been enjoying well-defined standards for great...

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7 Building Blocks for Better Controls — posted by JibbSmartJibbSmart on 10 May 2022 02:20

Every established gamer has their own set of building blocks that they’ve become comfortable using to control games. These building blocks are the control elements that players have learned to use in other games and expect to use when they pick up a new game. When designing controls, we want players to learn our game’s controls quickly. We want players to be thinking about what their character can...

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Fortnite's New Gyro Controls and Flick Stick — posted by JibbSmartJibbSmart on 17 Feb 2022 09:09

I collaborated with Epic Games to bring new and improved controls to Fortnite! Fortnite now has more robust and comprehensive gyro control options on PS5, PS4, PC, Switch, and Android. For a quick overview of the settings provided check out the Fortnite blog. Fortnite now provides essentially all the options covered in the Good Gyro Controls guide, is the first cross-platform multiplayer game to...

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Motion Controls on the Family Video Game Database — posted by JibbSmartJibbSmart on 30 Sep 2021 14:36

It's not uncommon for players discovering gyro aiming / motion controls for the first time to be looking for more games that support these features. What if we had a database of games with native gyro aiming? Or what if we could search for other accessibility features? Games of similar genres? Curated lists for people with particular needs or interests? The Family Video Game Database does all...

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Finding Gravity with Sensor Fusion — posted by JibbSmartJibbSmart on 26 Jul 2021 02:43

Whether for leaning, steering, absolute orientation calculations, or for world/player-space gyro controls, it can be useful to know which way gravity is pointing. Given that standard modern controllers all have 3-axis gyroscopes and 3-axis accelerometers (we see this basically everywhere except Xbox, which has fallen behind), we will use these sensor inputs to figure out which way is down ....

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Player Space Gyro (and Alternatives) Explained — posted by JibbSmartJibbSmart on 01 Jul 2021 05:10

Gyro aiming turns your whole controller into a frictionless mouse. It offers precision far beyond traditional stick-only aiming, and is much easier for new players to learn. But the gyro in modern controllers detects rotation (or actually speed of rotation angular velocity) in 3 axes, but a mouse only detects motion in 2. The purpose of this article is to compare the two most common spaces for...

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JoyShockMapper 3 and the Future — posted by JibbSmartJibbSmart on 29 Mar 2021 06:13

JoyShockMapper 3 Over the weekend, JoyShockMapper 3 (JSM 3) came out. Get it here! This is by far the biggest update ever. If you have ViGEm Bus installed, JSM 3 will let you set up virtual XBox or PS4 controllers that the game can see. This means instead of having to map the left stick to WASD to move around with it, you can just map it to the left stick of a virtual controller and keep all the...

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JoyShockMapper 2.0 Released — posted by JibbSmartJibbSmart on 26 Oct 2020 05:38

JoyShockMapper 2.0 has been released a few weeks ago, actually. This is a huge update, adding advanced binding modifiers, advanced motion controls, and a bunch of little tweaks and improvements to the features that were already there. The CHANGELOG is well worth checking out. Get the latest version here.

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JoyShockMapper 1.6 Released — posted by JibbSmartJibbSmart on 14 Jun 2020 15:07

The main addition here is modeshift, which lets you change settings while a button is pressed stick modes, sensitivities, etc. It's required some big changes under the hood. Check it out, and let us know how it goes. I won't claim any credit for this update this one was all the doing of Nicolas, who's contributed a lot over the last few updates. Check out the CHANGELOG and the README to learn...

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JoyShockMapper 1.5 Released — posted by JibbSmartJibbSmart on 29 Apr 2020 13:58

JoyShockMapper 1.5 has been released! Another feature update, another bunch more ways to customise your controls. It's got: Double press bindings; New stick modes MOUSE_RING, FLICK_ONLY, and ROTATE_ONLY; Back and forward mouse button bindings; Flick stick snapping; Ring bindings working with all stick modes. And more. Check out the CHANGELOG to see what's new and the README to see how to use...

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JoyShockMapper 1.4 Released — posted by JibbSmartJibbSmart on 15 Feb 2020 14:20

JoyShockMapper 1.4 has been released! Okay, it's been out a few weeks now. This is another one enjoying the benefits of some generous code contribution. It's got: Simultaneous and chorded presses; Ring bindings (for triggering an input on full or partial tilt of a stick); Bluetooth support for DS4; Whitelisting helpers for those relying on other tools to hide the controller from games; Gyro...

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Dear Xbox: Don't Get Left Behind — posted by JibbSmartJibbSmart on 23 Dec 2019 20:15

Dear Xbox, Hi, I'm Jibb, and I'm a big fan. I love how you make it easier for a lot of people to get into games than with a computer. I’m stoked that you're taking accessibility really seriously. And I'm so glad you pushed for cross-play this generation, even if it was from behind, just like PlayStation tried to last generation. But now it’s actually happening, and there’s no turning back. Well...

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The Gyro Revolution — posted by JibbSmartJibbSmart on 15 Nov 2019 07:48

Welcome to the Gyro Revolution. Here I hope to summarise all the various projects connected to GyroWiki, their current status, and how they're working together to change how we play games for the better. To better understand all this, there are two main parts: Observations about modern game controls - What's wrong with the current state of game controls? The Gyro Revolution projects - What are...

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JoyShockMapper 1.3 Released — posted by JibbSmartJibbSmart on 08 Nov 2019 17:04

JoyShockMapper 1.3 has been released! This is a big update, and for the first time, I'm not the one who made it! It adds: Auto Load configs based on the name of the focused application. Dual-Stage Triggers let you map different keys to half- or full- presses of the DualShock 4's analog triggers. I've also fixed a couple of bugs from the last version. Get the latest version here.

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JoyShockMapper 1.2 Released — posted by JibbSmartJibbSmart on 15 Oct 2019 01:11

JoyShockMapper 1.2 has been released! This is a relatively small update. It adds: MOUSE_X_FROM_GYRO_AXIS and MOUSE_Y_FROM_GYRO_AXIS enable mapping different gyro axes to mouse x and y. PAGEUP, PAGEDOWN, HOME, END, INSERT, DELETE key mappings added. Regularly accepted commands can now be followed by a '#' and a comment that will be ignored by JSM. This means comments no longer have to be on their...

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Why Not Just Use Thumbsticks? — posted by JibbSmartJibbSmart on 16 Sep 2019 13:21

Thumbsticks are widely used in modern console games. Sometimes games use thumbsticks when they really are the most practical option available on a standard modern controller: movement in any direction and steering a vehicle seem to me to be obvious examples. But games have also used thumbsticks for moving a cursor or aiming a weapon for close to 20 years now, and while developers and gamers alike...

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Good Gyro Controls Part 2: The Flick Stick — posted by JibbSmartJibbSmart on 02 Jun 2019 14:20

Let's look at what we can do with the right stick in 3D games now that precise aiming is handled by the gyro (as described in Part 1). I propose that in 3D games we start using the flick stick. Flick stick maps the angle of one of the thumbsticks (in the following examples, the right stick) to the same angle turn in-game. This gives the player far more direct and immediate control over their...

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Good Gyro Controls Part 1: The Gyro is a Mouse — posted by JibbSmartJibbSmart on 23 May 2019 14:54

Whether you call it motion controls , motion aiming , gyro aiming , or something else, the gyroscope is the mouse of the controller. It offers directness and exactness of control that's just impossible with tiny thumbsticks. While a controller's gyro and accelerometer are often used in games as a tool for figuring out real world orientation rotating 3D objects, interacting with a 3D world in...

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Tight and Smooth: Soft Tiered Smoothing — posted by JibbSmartJibbSmart on 22 May 2019 15:36

There are a variety of reasons one might smooth out player input. With JoyShockMapper, flick-stick and gyro are both inputs that may benefit from some smoothing: Flick-stick, because the DualShock 4's analog stick input is too low-resolution for players to be able to fine-tune the angle they're facing. While flick-stick isn't widely used in games yet, this is equally true of top-down twin-stick...

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How to Use JoyShockMapper — posted by JibbSmartJibbSmart on 09 Mar 2019 08:59

JoyShockMapper (JSM) converts input from PlayStation 4 controllers (DualShock 4) and Switch controllers (JoyCons and Pro Controller) to keyboard and mouse inputs. If you prefer playing games with a controller, but the games you want to play don't have all the configuration options you want, this may help. If you want to explore flick stick and gyro as a mouse, JSM provides everything you need for...

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