@tasterpeter@reachthefinals Hopped into some rounds with buddies weeks ago, but on mouse and keyboard
I like the gameplay, not as big a fan of some recent rebalancing news
I'll probably test it out some more with a flick stick config, or a steam controller since the verticality might be challenging
@ThaBlazingGamer @BonChanSamaa There are motion sensors in the controllers too for a total of 3 sets. Software support is another matter.
https://t.co/iNd39hm95e
@HilariousCow @dhindes I imagine local roll lean binds should work well for the local/world/pointer modes. World roll could work for world space too.
Lean binds for player space though? Can't figure it out.
@RocketJumpNinja Gyro aiming is about where mouse aiming was in the mid 90s
Games assumed players preferred keyboards or flight sticks to orient, and they weren't entirely wrong
Games have had to deal with a lot of poor implementations, including translations to joystick camera code
@renirosen Battery lasts several days in passive, it lasts up to half a day of heavy social media or video.
I'm not the most discriminating when it comes to sound, I have no complaints.
It's not exactly tiny, but spec sheets should be straightforward to read on that.
@BitBlazing @Patrick49983089 Consider looking at TotK, Boomerang X, and Fortnite for basic/intermediate/advanced gyro feature sets.
Some reading on the technical and design elements that go into it:
https://t.co/6cVdoYVy2g
@RobinWithTheD@JibbSmart You have to balance between input lag and expressing the noise in the motion sensor. Botw feels like a fairly good balance to me compared to Switch generally except at high and low controller pitch, can see a low amount of both latency and noise at neutral pitch.
@tekgeekster@yandhiisntreal Might be nice to see another dedicated home console. Put in some absolute tracking to complement the gyro, continue supporting Switch as a primarily mobile platform with some hardware refreshes, have controllers interoperable.
@MW2CODHub @BeenoxCODPC Nice to see ratcheting in now!
... unfortunately I'm in camp gyro-on ratcheting. Flick-on does work for me though!
Still need to be able to use yaw instead of roll with Gravity Vector - Off. Muscle memory is all wrong, only game I know that does this.
@Treyarch@BeenoxCODPC Another item on my wishlist is a true yaw setting for turning axis when Gravity Vector(World Space) is set to Off. Having to use roll is strange, never heard of anyone that prefers to play that way. Implementing Player Space gyro wouldn't hurt either, it's a good default.
@Treyarch@BeenoxCODPC Gyro ratcheting doesn't seem to be in yet despite the patch notes, checked out PC and PS4 versions.
The new Aiming Input Device - Menu Prompts options are great though. Hope it will apply to gameplay soon. The automatic setting should ignore mouse movements though.
Often when a console exclusive finally makes it to PC, people complain about its mouse controls -- "negative acceleration" is a term I see a lot.
Here's why every console #gamedev porting their game to PC needs to try @WorldOfTanks with a keyboard and mouse ⌨️🖱️
1/6
@JasozzGames#CULTIC#SteamDeck
Gyroscopic motion controls for CULTIC. The PlayStation layouts should work well on the Deck. Someone get back to me on that please.
https://t.co/TxHykDT9B9