this post was submitted on 27 Sep 2024
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Steam Deck

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I'm trying to configure the gyro to help me aim. I've tried every configuration I can think of, or find online. I'm slamming head into a wall.

From what I can tell, the game now only accepts "steam controller" input. Which means the right joystick isn't actually a joystick, it's a weird virtual joystick, and there's some conversion going on. So when the old methods for getting gyro input are used, ie "as joystick" or "as mouse", the input is completely ignored by the game.

I've tried configuring a fresh controller configuration based on a standard controller, but then the game things I'm trying to use a keyboard and mouse and ignores all controller input.

Now, if I set gyro to "right stick (steam controller logo)", then suddenly the gyro starts affecting the right stick. But instead of being a relative input, as in when I pull the left trigger to aim, use the current gyro position as zero, and all relative movement should be applied to the stick. Instead it is an absolute value, with the movement being relative to the calibrated location of gravity down. So when I pull the left trigger, I immediately stare into the sky.

I think the solution to this is the "auto world tilt" option, but that is only available in the "gyro to joystick" configuration, which of course doesn't work.

Am I missing something completely obvious here? Can someone please guide me in the right direction? I miss gyro aim.

Thanks

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[–] Telorand@reddthat.com 3 points 3 days ago (2 children)

It's possible the config got changed as things updated. I have had that happen with old configs before.

You might need to rebuild your config or edit a similar one.

[–] beastlykings@sh.itjust.works 1 points 3 days ago (1 children)

It looks like hers got nuked too, it's on the "official" input scheme, and there's no sign of my previous setup, and gyro is off.

I'm hoping this wasn't a intentional change made by the have developer, that would make me pretty salty

[–] Telorand@reddthat.com 2 points 3 days ago (1 children)

Dev wouldn't nuke your custom profile on purpose. There's good reasons to implement a Steam Input API in their game, most notably because they can do certain things like automatic overlay switching, which further improves the experience for most people. Losing an older profile is sometimes an unintended side effect, and there's nothing they can do about it.

[–] beastlykings@sh.itjust.works 1 points 3 days ago (1 children)

I meant on purpose as in to remove gyro aim for some reason. Though I don't think so, apparently forbidden west has native gyro support.

It's ok if my old profile is invalid, but why is it now not possible to set up gyro again?

[–] Telorand@reddthat.com 3 points 3 days ago (1 children)

I think you mentioned that you were mapping gyro as right stick? Is there a reason you don't use it as a mouse instead? The Steam version I think supports dual input, no?

I can give it a try at home, but I suspect there's something else going on. When you use gyro, are you using it when you touch the right stick? Are you using it when you touch the right pad? How is it being activated?

[–] beastlykings@sh.itjust.works 1 points 3 days ago

I've tried it as mouse, I've tried it with left trigger activateb and touch right stick activate and always active

[–] beastlykings@sh.itjust.works 2 points 3 days ago (1 children)

Good idea! My last playthrough was on my wife's account, this time I'm borrowing it on mine. I'll try to go back and see what hers is.

[–] Telorand@reddthat.com 2 points 3 days ago

And to be clear, an old config can look fine, but the internal structure may have changed with how the game/steam interprets it.

This most often happens to me where the devs create an official mapping later on that can do context-aware things in the game (i.e. using more than just Xinput).