Steam Controller

Steam Controller

Mennenth Oct 24, 2021 @ 6:58pm
Feature Request: "Player Space" for Gyro Steering Axis
JoyShockMapper implemented this a while ago. http://gyrowiki.jibbsmart.com/blog:player-space-gyro-and-alternatives-explained

Basically, instead of having to chose yaw or roll - which are both relative to the controller - as the gyro steering axis for x axis control, "Player Space" dynamically blends them depending on the gyro pitch in order to make the x axis relative to the player. This is similar to how gyro aiming in Splatoon 2 works.

People using JoyShockMapper who have used Player Space have reported that it feels great to use, and when I'm practicing in Aim Lab I can't help but think I'd have an easier time hitting targets at the edges of the screen if I was using Player Space. Alas, since I use a Steam Controller and JoyShockMapper does not support it I cant experiment with it. Since Steam has added features from JoyShockMapper in the past (FlickStick), it would be great if "Player Space" was added as an option for gyro steering.
< >
Showing 1-15 of 15 comments
Jibb Oct 25, 2021 @ 9:11pm 
I'd love to see this. Sure, I'm probably biased, but I can only confirm that JoyShockMapper users have responded extremely positively to it, and I'm really enjoying the wider range of movement without losing any precision.
TheTitaniumTitan Oct 29, 2021 @ 5:47am 
yes
Cosmic Bear Oct 31, 2021 @ 9:30pm 
Valve, you should listen to this man!
Mennenth Dec 2, 2021 @ 9:27am 
bumping this up.

Adding "player_space" (along with "world_space") as a gyro steering option is probably the most important improvement that could be made to Steam Input right now.

It would benefit all gyro controllers Steam supports, not just the steam controller (though it would benefit the steam controller slightly more due to how the steam controller currently does not have access to player space at all while other gyro controllers do because all other gyro controllers can use JSM).
Mennenth Dec 4, 2021 @ 1:25pm 
Bump
TheTitaniumTitan Jan 3, 2022 @ 8:58am 
bump 3?
Mennenth Jan 3, 2022 @ 2:21pm 
Really wish I wasnt like, one of four people pushing for this...

Not asking for the default to change, just asking for a new option.
ugafan Jan 3, 2022 @ 9:27pm 
I'm all for new options. I just figured they're focusing on the Steam Deck rollout and probably won't be adding anything new right now. But when they do give us more stuff to play with, I'm for it. :steamthumbsup:
Mennenth Jan 16, 2022 @ 7:56am 
Bump
DaMu Jan 25, 2022 @ 12:27pm 
Instead of spamming bump, let me play devil's advocate: this is likely not on a priority item, because the Steam Deck exists.

Player Space gyro, as opposed to the simpler local implementation, is objectively better for console play, practically any Steam Input controller, except the Steam Deck. Unless the Deck is used as a controller for a PC, the current implementation of Gyro in BPM is enough for the Deck to be used in handheld, which is the way it is very likely going to be used. The blog states this point and a couple others in detail:
Reliance on gravity means [player space is] not ideal for handheld / mobile (like world space)

If I was a dev, I wouldn't risk revising the gyro implementation we have now if it doesn't improve and may possibly cripple the product my company's trying to push, not because Player Space is inherently flawed, but it's better to ignore the third axis than incorporating its negligible contribution, at least in handheld. An additional problem is the event my implementation is bugged on release. It's not worth the effort to pursue now if the current focus is to get out a product that will not use this implementation.

I really want to see Valve improve gyro for all Steam Input devices down the line. Player Space is a milestone, but not one I see being completed soon.
Mennenth Jan 25, 2022 @ 12:41pm 
Originally posted by DaMu:
If I was a dev, I wouldn't risk revising the gyro implementation we have now if it doesn't improve and may possibly cripple the product my company's trying to push

While I agree that Deck related stuff takes a higher priority right now, I want to devils advocate your devils advocate specifically about the quoted part;

This is why I'd want world space and player implemented as options for the gyro steering axis setting, and the default (local space yaw) would remain in order to not disrupt current configurations/Deck compatibility. This isn't a "change the baseline" request, its a "more options" request.

At some point after Deck launches, I would hope they return to making general improvements to Steam Input and outside of bug fixes I'd place this feature as a high priority due to the potential to improve gyro for all controllers with one that steam supports.
DaMu Feb 4, 2022 @ 1:42pm 
Just want to clarify how it would look in the menu.

There's already a way to define Gyro Steering Axis between Yaw and Roll, and honestly, to make it easier to understand, this can be renamed to "Turn" and "Lean", respectfully, as in turning and leaning left and right. "Leaning back and forth" or "looking up and down" would be handled by the Pitch, but there's no way to change that axis in the configurator, I believe. Not that it's needed for first/third person mouse output.

But an extra option would be something like "Yaw + Roll" to generate a Yaw, or Turning, output, recommended for gyro controllers playing on a desktop. And then add a description to the current Yaw (or Turn) option, such that the Roll axis is not used, recommended for handheld users such as Steam Deck and mobile Touch controller.
AL2009man Oct 5, 2023 @ 6:31pm 
Here's a bump, and it's a good one.

3DOF to 2D Conversion Style is added to Steam Input under the upcoming Gyro Overhaul, this includes Local Space, World Space and now Player Space!
CV511 Nov 2, 2023 @ 5:49am 
We have got the player/world space yaw but not the roll yet… hopefully we will see that come soon.
Mennenth Nov 2, 2023 @ 9:54am 
Originally posted by CV511:
We have got the player/world space yaw but not the roll yet… hopefully we will see that come soon.

Gravity modes dont have a gravity roll axis; this is true even in joyshockmapper.

The controllers use the accelerometers built into the imu's to find gravity.

To find a heading, which would be needed to locate the roll axis, the controllers would also need a magnetometer. None of them currenty do afaik.
< >
Showing 1-15 of 15 comments
Per page: 1530 50