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Hi new followers! Welcome! Here's a talk I gave 2 years ago on how to achieve mouse-like precision on modern controllers without aim assist: youtu.be/krQ_ggZcN1Q?... #gamedev
Jibb Smart ๐ฎ
@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
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Hi new followers! Welcome! Here's a talk I gave 2 years ago on how to achieve mouse-like precision on modern controllers without aim assist: youtu.be/krQ_ggZcN1Q?... #gamedev
Great to see COD adding new gyro options! Apparently MW4 now lets players move their weapon and detach it from screen center ๐ช๐ป We put something similar in Fortnite back in June (examples below ๐งต), and of course there are always some differences...
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!
Great to see COD adding new gyro options! Apparently MW4 now lets players move their weapon and detach it from screen center ๐ช๐ป We put something similar in Fortnite back in June (examples below ๐งต), and of course there are always some differences...
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!
Great to see COD adding new gyro options! Apparently MW4 now lets players move their weapon and detach it from screen center ๐ช๐ป We put something similar in Fortnite back in June (examples below ๐งต), and of course there are always some differences...
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!
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.
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.
As Al said, this is a good starting point for devs adding gyro controls to their games so they can hit some simple, sensible basics: youtu.be/krQ_ggZcN1Q?...
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 ๐ฎโ๏ธ 1/7
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 ๐ฎโ๏ธ 1/7
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: โข Hold-to-fire is viable, โข Releasing between targets is better, โข 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 ๐ฎโ๏ธ 1/7
If you don't know, firing is like this: โข Tap A to fire a single shot. โข Hold A to fire a burst of 3 and then start charging a lock-on shot. โข 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 โ๏ธ? 3/7
I don't bleet about all the stuff I do on Fortnite, but I'm really excited that players can now try our "tweak zone" settings. This is an extra layer on your controller stick aim that offsets your crosshair with some of your stick offset -- even in the deadzone! youtube.com/shorts/ebwak...
Here's someone trying it for the first time. Devs, please let me play your game like this: youtu.be/DhKgDH9XV1U?...
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.
What was your biggest impact on the internet? New Games Journalism. I ruined videogame discourse for about 5 years.
The mouse ๐ฑ๏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.
Jibb Smart ๐ฎ reposted
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 !
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 ๐ฑ๏ธ๐ฎ๐ฑ๐ฅ
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 ๐ฑ๏ธ๐ฎ๐ฑ๐ฅ