Jibb Smart ๐ŸŽฎ

Jibb Smart ๐ŸŽฎ

@jibbsmart.com

AAA controls guy. Fortnite: Tweak Zone, Human-Like Aim Assist, Quick Weapon, 2D Steering, Flick Stick, Gyro, etc. Previous assists on Deathloop, Severed Steel, House of the Dead Remake

500 followers379 following117 posts

"Imagine we put the right stick in the middle of the screen like this..." Here's a visual guide to how Fortnite's "tweak zone" gives players more control over their aim (even with old controllers that normally need a large dead zone) ๐ŸŽฎ๐ŸŽฏ

Great to see COD adding new gyro options! Apparently MW4 now lets players move their weapon and detach it from screen center ๐Ÿ’ช๐Ÿป We put something similar in Fortnite back in June (examples below ๐Ÿงต), and of course there are always some differences...

Al. Lopez@al2009man.bsky.social

COD has a new Gyroscopic feature that was added to MW4, called "Motion Sensor Function: "Weapon Control". I conducted a quick video on how it works in action, and you can try it out right now on PC [via DualShock 4/DualSense, USB only], PS5 and Nintendo Switch 2!

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Gyro Offset and Tweak Zone look similar at a glance but solve different problems: โ€ข Tweak Zone addresses the stiffness caused by sticks needing a Dead Zone; โ€ข Gyro Offset addresses the camera shakines caused by the frictionlessness of gyro aiming.

I saw one player say they only use Gyro Offset for building and editing, drastically reducing the camera-chaos of fast builds and edits. In combat they prefer to keep their aim at screen center. If you're playing with Gyro Offset, what settings do you like?

Great to see COD adding new gyro options! Apparently MW4 now lets players move their weapon and detach it from screen center ๐Ÿ’ช๐Ÿป We put something similar in Fortnite back in June (examples below ๐Ÿงต), and of course there are always some differences...

Al. Lopez@al2009man.bsky.social

COD has a new Gyroscopic feature that was added to MW4, called "Motion Sensor Function: "Weapon Control". I conducted a quick video on how it works in action, and you can try it out right now on PC [via DualShock 4/DualSense, USB only], PS5 and Nintendo Switch 2!

View full thread

If you want to compare more directly with COD, Gyro Offset also works in first person experiences and brings a cool flavour there IMHO. (Some weapons still have some visual issues to work out with the offset, but we're getting there)

It takes practice to be more aware of the crosshair at all times with Gyro Offset, especially in chaotic situations, instead of relying on screen center. But I found sniping and long-range precision pretty easy to pick up.

Great to see COD adding new gyro options! Apparently MW4 now lets players move their weapon and detach it from screen center ๐Ÿ’ช๐Ÿป We put something similar in Fortnite back in June (examples below ๐Ÿงต), and of course there are always some differences...

Al. Lopez@al2009man.bsky.social

COD has a new Gyroscopic feature that was added to MW4, called "Motion Sensor Function: "Weapon Control". I conducted a quick video on how it works in action, and you can try it out right now on PC [via DualShock 4/DualSense, USB only], PS5 and Nintendo Switch 2!

Fortnite's "Gyro Offset" settings let you move your aim freely within a configurable area of the screen. The crosshair moves to show you where you're aiming at all times. It reduces camera movement and can help you focus on your target:

Beyond that area your aim will turn the camera as usual by default. Experienced gyro players and flick stick players can use it without trouble. (There's also an option to have the extra gyro aim ignored for stick-aimers who want to limit gyro aim to small adjustments)

Great to have an early look at Gears of War: E-Day from an avid gyro player! It's nice to see gyro aiming natively in the game! But it shouldn't have a deadzone (except as an option). One of the great strengths of gyro aiming is deadzone-free precision. Sensitivity scale looks small, too.

Al. Lopez@al2009man.bsky.social

Ignoring my recording issues, Gears of War: E-Day has native Gyro Aiming support for DualSense controllers, but said implementation bakes in deadzones, while using Joystick camera source as opposed to Mouse source.

Really enjoying @velanstudios.com's Star Fox, but it's a pity there aren't better control options. It gets painful to repeatedly press the A button to the extent the game requires/encourages. I'm sure this could be improved without changing core gameplay ๐ŸŽฎโš™๏ธ 1/7

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Also, I'd love an in-game option to put fire on ZR (or even better, full remapping!). The Switch built-in remapping is clunky because it doesn't change on-screen prompts and it applies EVERYWHERE (menus, other games, Switch home screen). Game-specific remapping is always better. 6/7

While we're at it, being able to use the right stick directions for barrel roll would be great, too :) The game is gorgeous, and I'm playing it a bunch, but less than I would if the controls weren't so unnecessarily straining (maybe esp. in handheld?). Any chance for an update? 7/7

Really enjoying @velanstudios.com's Star Fox, but it's a pity there aren't better control options. It gets painful to repeatedly press the A button to the extent the game requires/encourages. I'm sure this could be improved without changing core gameplay ๐ŸŽฎโš™๏ธ 1/7

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I would love an option to: โ€ข Hold fire to shoot lasers continuously. โ€ข Hold ZL to charge / lock on. โ€ข Press fire while holding ZL to fire charge shot. Releasing ZL will cancel charge without firing. โ€ข ZL + Y for lock-on bomb. โ€ข Extra โš™๏ธ: ZR to charge without lock-on? 4/7

IF we want repeated press to still be optimal, let's have holding fire start with its usual 3-burst but then continue firing at a slightly lower rate. So: โ€ข Hold-to-fire is viable, โ€ข Releasing between targets is better, โ€ข Good press-release timing is optimal (but never accidentally charges). 5/7

Really enjoying @velanstudios.com's Star Fox, but it's a pity there aren't better control options. It gets painful to repeatedly press the A button to the extent the game requires/encourages. I'm sure this could be improved without changing core gameplay ๐ŸŽฎโš™๏ธ 1/7

If you don't know, firing is like this: โ€ข Tap A to fire a single shot. โ€ข Hold A to fire a burst of 3 and then start charging a lock-on shot. โ€ข To fire the charged shot, release and then press A again quickly (just releasing loses the charge). I'm sure this is faithful to the original, but... 2/7

Rapid firing is strenuous (button mashing). Charge shot firing is clunky (hold-release-press?). Optimal fast firing (repeated 3 bursts without starting a charge) is finicky and prone to accidental charges. Lock-on + bomb requires finger gymnastics (A + Y are not adjacent). How about some โš™๏ธ? 3/7

This takes away all the stiffness of aiming around a deadzone, and it works well no matter how large a deadzone you need for your controller, because an offset crosshair won't spin your camera endlessly if it's not-quite-centred. Let me know what you think! ๐ŸŽฎ๐ŸŽฏ

Can't decide between Gyro/Flick Stick and Human-Like Aim Assist. One took years to build impact, has been added to huge games, but remains overlooked (since it's opt-in?). The other was more recent, made a splash / got me death-threats, but often comes up positively in aim assist discourse.

Kieron Gillen@kierongillen.bsky.social

What was your biggest impact on the internet? New Games Journalism. I ruined videogame discourse for about 5 years.

If the Gamepad API supported IMUs (accelerometer and gyro) the same way SDL has since 2020 and Steam Input has since 2016 (2013 if you start with Steam Controller) then browsers would probably be my favourite platform for sharing and playing games. Who makes these things happen? Can they please?

(Please take into account that my time is all accounted for, but gyro aiming standards are well-documented (gyrowiki) and well-established (Fortnite, COD, The Finals, No Man's Sky, God of War, Metroid Prime, etc; Steam Input, JSM, etc; PS4/5, Switch 1/2, Steam Deck, mobile, etc))

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The mouse ๐Ÿ–ฑ๏ธ minigames in Switch 2's Welcome Tour are cool demos of things sticks aren't good at, but would be even easier with motion/gyro aim than on my couch (frictionlessness is a big win). Given they're mostly inspired by old Flash games, I wish I did minigames like these for gyro years ago.

(Also the motion insights inside the right Joy-Con 2 can't be correct about how its orientation is maintained. Accelerometer can only provide a frame of reference for pitch and roll, not yaw)

Gyro Discord has been enjoying some tweaks to the gyro settings in Fortnite ๐ŸŽฎ๐ŸŽฏ The big one on PS5 and Windows is Calibration, letting players disable motion sensor recalibrations during regular gameplay so they didn't get in the way of small aiming adjustments:

On all gyro-capable platforms: - Increased range of Acceleration Multiplier (50) and Min & Max Thresholds (1000); - Acceleration Multiplier can be set <1 to affect slow aiming instead of fast; - Thresholds can be set in steps of 0.1 instead of 0.5; - World Space gyro option...

Personally I prefer not to have sticky help with my aim. And sure, some of it's about not messing with my SHOOTING when using a perfectly good aim input (mouse or gyro). But a big part of it is about not messing with DODGING, whether it's mine or my enemy's.

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All that to say, I'd be interested to play a shooter that gives full lock-on to ALL input types equally with these things in mind... 1. Less messing with the camera, more offsetting my aim within the camera space to be more transparent about what input is mine and what's the game's;

2. Model human-like reaction time in player lock-on and bot/enemy aim; 3. Have a simple model for weapon weight, so a small pistol gets on-target more quickly than a heavy shotgun. Make getting close not just about making your target bigger, but making their heavy AR easier to avoid. Could be fun!

Personally I prefer not to have sticky help with my aim. And sure, some of it's about not messing with my SHOOTING when using a perfectly good aim input (mouse or gyro). But a big part of it is about not messing with DODGING, whether it's mine or my enemy's.

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And again, it's not just about the shooting feeling good. It's about dodging, too! Even against computer controlled enemies. Even hitscan enemies can be fun to dodge around if they do a simple model of a reaction time instead of just locking on and adding some randomness.

Even if we can't put our finger on it, this is a big part of what makes something look aim-botty. This is a big part of what feels off when you dash at what would've been the perfect time and the enemy hits you anyway just because they had line of sight.

Personally I prefer not to have sticky help with my aim. And sure, some of it's about not messing with my SHOOTING when using a perfectly good aim input (mouse or gyro). But a big part of it is about not messing with DODGING, whether it's mine or my enemy's.

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You can't dodge a hitscan shot in flight, but you can anticipate the shot, and shake off their aim just as they pull the trigger. See the instant bullet trail just miss you. Time your shot better than theirs. Feels so good!

This isn't just about aim assist. I liked Metroid Prime, but targets dodging side to side hopelessly against the hard lock-on was almost as deflating as trying to aim ahead of a target with a slower projectile only for the lock-on to go straight at the target and miss them as they moved.

Personally I prefer not to have sticky help with my aim. And sure, some of it's about not messing with my SHOOTING when using a perfectly good aim input (mouse or gyro). But a big part of it is about not messing with DODGING, whether it's mine or my enemy's.

"Stickiness" comes from a lack of reaction time -- responding to a change in the target's movement instantly instead of after a delay. IMHO, the human reaction time is almost the whole reason clicking on other players is hard and trying not to get clicked on is interesting and fun!

Non-console #gamedev often ask how to get started with gyro controls given that most engines don't support them out of the box. This looks like a great way to go! Thanks, @agentottsel.bsky.social !

Agent Ottsel@agentottsel.bsky.social

Introducing JoyShockLibrary4Unreal! I've been working on an Unreal plugin that adds native support for PS and Switch controllers, including gyro! It's based on @jibbsmart.com's JoyShockLibrary, and integrates into Unreal's existing input events. GitHub link: github.com/AgentOttsel/...

My main contributions to Fortnite Ballistic: - Improved recoil system (offset recoil; more consistent across aim modes / player adjustments; more designer control); - Options to lock the reticle size and position (disable "Show Spread" and "Show Recoil"); - First Person sensitivity sliders for ๐Ÿ–ฑ๏ธ๐ŸŽฎ๐Ÿ“ฑ๐Ÿฅ™

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My main contributions fit in one tweet. Others have been on Ballistic and/or First Person device for way longer with immeasurable impact. I was watching dev keenly, and when I was asked to be involved I pounced on it!

There's so much enthusiasm for Ballistic from both devs and players, and it's exciting to be a part of. So please play it, enjoy it, talk about it, and expect it to get better and better! ๐ŸŽฏ๐Ÿ”ซ๐Ÿ‘€

My main contributions to Fortnite Ballistic: - Improved recoil system (offset recoil; more consistent across aim modes / player adjustments; more designer control); - Options to lock the reticle size and position (disable "Show Spread" and "Show Recoil"); - First Person sensitivity sliders for ๐Ÿ–ฑ๏ธ๐ŸŽฎ๐Ÿ“ฑ๐Ÿฅ™