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Am I the only one experiencing weird gyro acceleration?
I made a post in Bug Reports a couple days ago about a different(yet possibly related issue) but I'm also experiencing something else that is causing me a great deal of headache in my FPS games and I'm wondering if there are other people having the same issue. I have gyro acceleration turned off in all of my SteamInput profiles for all my games where I use it. For some reason, despite having it turned off, I still experience some twisted form of gyro acceleration. The faster I flick my controller around the more amplified my mouse movement is.

I've noticed this because I will flick my controller fast to do a 180. I will proceed to overshoot almost all the time, correct, deal with the threat, and then slowly reset back to center. When I reset, my hands and controller are in a dramatically different position than where they started. This is how I know that acceleration is being applied. If I wasn't experiencing acceleration then when I slowly return my camera to the center, my hands and controller would be in roughly(although not exactly) the same place.

If I were to explain in in game view angles rather than hand angles, the amount of acceleration is anywhere from an extra 40-50 degrees, to an entire half ♥♥♥♥♥♥♥ circle of extra camera movement. It makes it nearly impossible for me to have any consistency.

I have "Speed Deadzone" and "Precision Speed" set to 0, "Acceleration" off, and "Momentum" off.
Last edited by Controlldier; 5 Oct @ 9:36pm
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Showing 1-6 of 6 comments
sleepysock 13 Oct @ 10:07pm 
yeah no im also having this issue and its consistently doing it. like once i accelerate my swing with gyro to mouse on, it just accelerates to 2x the speed for no reason. like i thought my dualshock was broken and bought another one and like no its just broken. i cant play tf2 anymore cuz im so used to it working
Originally posted by sleepysock:
yeah no im also having this issue and its consistently doing it. like once i accelerate my swing with gyro to mouse on, it just accelerates to 2x the speed for no reason. like i thought my dualshock was broken and bought another one and like no its just broken. i cant play tf2 anymore cuz im so used to it working
Yeah I legit stopped playing my games with controller because it was so bad for me. Every time I go to rocket jump as soldier I do it in the wrong place. Every time a Reaper TPs behind me in OW I miss him entirely. I cant track anyone at all because my cursor speed is constantly changing.
SprayRate 13 Oct @ 10:36pm 
Can you try with today's beta?
Originally posted by SprayRate:
Can you try with today's beta?
yes, I will update it right now and try it
Originally posted by SprayRate:
Can you try with today's beta?
This first text block details my testing method. If anyone reading this finds themselves disinterested in that skip to the next text block. I felt it was important to include.
I've done some lengthy testing in Overwatch, Team Fortress 2, Risk of Rain 2, and Aimlabs. When testing I loaded into the Training lobby, map_itemtest, the Bazzar Between Time, and just loaded any task for Aimlabs. In games where I could(3/4) I located a doorway or located some other 2 distinct objects that were in line with each other, and planted myself in the middle of it. The way I tested was the following(I did each thing many times):
I rotated the controller(on the desk) very slowly for 1 full rotation of the controller and counted how many 360 turns that was in game. I then spun the controller in the opposite direction at a significantly faster(but still steady and not erratic) speed and noted how off it was after returning.
I rotated the controller(on the desk) a full rotation at the same significant speed mentioned previously, starting from the original position, and counted the in game rotations, noting their difference to the slow count.
I spun the controller a full rotation(on the desk) at a speed too high for me to count in game rotations, and noted roughly how much off the cursor ended from where it started.
I flicked the controller(in my hands) and then slowly returned the cursor to its original position, noting how far the flick went, and roughly how off the controller was from its original angle after I returned the cursor to its original position.

Through my testing of 4 games I've concluded that the acceleration does still exist, and is still certainly noticeable, but it has been SIGNIFICANTLY improved. It's risen from "literally unplayable" to "I could bear with it for a little while". Its still not "good" but its a massive improvement. Across all 4 games my testing yielded very similar results all across the board. Slow speed both on the full controller rotation one way and then rewind was fairly consistent. Differences were so minor I could chock it up to user error. Likewise the rotation and rewind of the moderately fast speed was consistent with itself. The erratically fast speed was not consistent with itself, which is to be expected if acceleration is being applied as I was not moving it at one constant speed. Each of these yielded different results from each other. Slow speeds resulted in the lowest amount of in game movement, and it went up as turning speed did. The difference I felt from what it was to what it is now is the gap between "Slow" and "Decently Fast" is now "smaller". The acceleration is applied LESS but is certainly not absent. "Decently Fast" speeds resulted in a little over 1 full camera rotation extra compared to slow speeds. The acceleration was felt in my flicking as well. Flicking sent my cursor an inconsistent distance and my cursor was always off when I returned my controller close to center position.

However, on top of all this, I noticed(by pure luck and chance) a confounding factor that seemingly causes a different issue I made a bug report about. That issue in short would be randomly applied flicks. This issue seems to come and go every few patches or days. It seems to me to be caused by misinterpretation of the controller's lateral movement. To replicate what I'm referring to I placed the controller on my desk, then instead of rotating it, I slid it left and right. In the past moving the controller through physical space(in the air), up and down, left and right, while keeping it straight instead of tilting or angling it; would move my crosshair or cursor in a smooth and regular fashion. This would usually be slower than when I angled it. I was trying to practice using both techniques to aim, the same way people use arm aiming and wrist aiming on a mouse to gain the best control for each situation. NOW it is moving it in sporadic, chaotic, and seemingly random ways instead of allowing me to do that. This could potentially be confounding my test conclusion. Its logical to state that the faster I rotate my controller the less fine control I have of its position, and thus the more prone it is to moving side to side, and therefore causing this weird anomaly. I still think that there is some level of acceleration in play even despite this thought, but the acceleration may be even less than what I am experiencing.

I apologize for the lengthy and probably over detailed reply. I know it was probably a pain to read, but I figured it would be best to be as specific as I reasonably could when trying to track down a weird issue like this. I appreciate you taking the time to look into this. If there is any way I can help make your job in this matter easier don't hesitate to ask.
Last edited by Controlldier; 14 Oct @ 12:48am
This issue seems to have been mostly resolved. For now. But I'll be quick to report back if i notice it happening again. Its been off an on before so... its within the realm of possibility.
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