So, JoyShockMapper has 3 settings for gyro:
- One axis (like the only one in reWASD)
- World space (like nintendo - as you tilt the controller vertically, the contribution of yaw to horizontal turning decreases and the contribution of rolling increases. Supposedly it sucks.)
- Player space (the base formula is sqroot(yaw^2+roll^2), which combines both axies without making the sensitivity outright doubling the sensitivity when you use a blend of both axies.)
Here's a blog article about these 3:
Recently, Steam has received an update with Yaw and Roll blending. It's a dumbed down implementation of the previous ideas, but it has its merit in that it vastly expands the horizontal range of movement by simply adding the two axies together rather than trying to retain the feeling of consistent sensitivity.
So, I'd suggest Steam-like "yaw/roll contribution" sliders and a toggle for player space (which would turn off the sliders of course).
- One axis (like the only one in reWASD)
- World space (like nintendo - as you tilt the controller vertically, the contribution of yaw to horizontal turning decreases and the contribution of rolling increases. Supposedly it sucks.)
- Player space (the base formula is sqroot(yaw^2+roll^2), which combines both axies without making the sensitivity outright doubling the sensitivity when you use a blend of both axies.)
Here's a blog article about these 3:
Recently, Steam has received an update with Yaw and Roll blending. It's a dumbed down implementation of the previous ideas, but it has its merit in that it vastly expands the horizontal range of movement by simply adding the two axies together rather than trying to retain the feeling of consistent sensitivity.
So, I'd suggest Steam-like "yaw/roll contribution" sliders and a toggle for player space (which would turn off the sliders of course).
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