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Which do you prefer: gyro or IR aiming?

CO_Andy

Member
Splatoon has shun a new light on gyro controls. Honestly thought it was a waste of space: any gameplay element tied to it was usually gimmicky and frustrating (flying in Lair, shooting an arrow in Heavenly Sword, the marble game in Twilight Princess, ball rolling in Mario Galaxy). Don't think i'll mind next gen if Nintendy decides to dump the sensor bar and IR aiming.
 
If done good (like Splatoon) Gyro as you can reset the "default" any time and work off that meaning you don't have to use a sensor bar.
 
Gyro is so good together with sticks. You can't really use IR aiming like that. I never really became a fan of it due to various reasons. I just think I aim better with Gyro+sticks.
 
someone needs to gift OP an eShop card for Metroid Prime Trilogy

IR aiming is the sex. I like gyro for that extra accuracy (precision? lol). I'll take anything over dual sticks.
 
Uncharted: Golden Abyss and Killzone: Mercenary used a combination of traditional right-stick aiming and gyro movement extraordinarily well, to a point where I almost wish that PS4 games had the option to use supplementary Sixaxis for shooters.
 
Gyro proved better than I was expecting, even if only for small adjustments. I understand why people don't particularly like IR, especially if they have wrist issues, but I absolutely love its speed and precision, which blows analogues out of the water in every possible way. The only downside is having to adjust each time to your own sensitivity preferences, but I'm sure that if it had gained more widespread acceptance, developers would've been more willing to find a relatively acceptable universal standard (although customisation should always be there, regardless of the control method).
 
Gyro. Fuck sensor bars to bits. All the glorious accuracy in the world won't save you when you go out of the scanning area and the game loses it's damn mind.
 
The gyro sensing in Splatoon lets me play in any position I feel comfortable in. The main problem with IR aiming is that you have to always be situated towards the sensor bar and your character would often flip out if you lost contact. It was a very uncomfortable way to play for any real length of time.

Time for a Metroid Prime re-re-re-release with Newer Play Controls: tri-analog aiming with gyros.
 
Gyro and IR. Metroid Prime and Splatoon I think take the most advantage of what they offer.

Though anything is better than twin sticks for me personally.
 
Give me snappy view control out of the secondary analog stick with independent blazing Trauma Center/S&P2 style precision IR aiming. Mote & Chuk needs that revision.
 
Both are really great. As a guy who was raised on PC games, I adore the mouse-like nature of IR pointer and the accuracy control of the gyro.
 
Gyro, since IR is not as accurate.

Then again, Gyro isnt more precise then the components used in the controller.

...what you call "IR" is actually sensor fusion from inside-out positional tracking and the internal IMU. What you just said is nonsense, because "IR" uses the "gyro."
 
IR is king. Why Splattoon doesn't have IR as a nunchuck combo option pisses me off. What a disappointing game,
 
IR is still better, but gyro is a nice compromise. I wouldn't be opposed to a new Metroid Prime that used gyro if it let them use the Gamepad screen for stuff.
 
Gyro has all the advantages and none of the limitations

Not for a moment suggesting your preference is invalid, but I cannot for the life of me see how IR could be seen as more limited than gyro.
Even with a small bounding box you can't aim and turn well at the same time.
 
Gyro has all the advantages and none of the limitations

IMU has tons, and tons of limitations. For one, it's not accurate at all. You just don't notice it because you aren't expecting absolutely positional tracking from 10' across the room, but the tracking it very off and they use a bevy of tricks to fool you into think it's not. IMUs are subject to constant "drift" which is a bit of a misnomer, because it's more like "rapid acceleration."

IMUs are also inherently noisy readings, and the way you fix this is by implimenting a high-pass noise filter where you pick your poison. Either you sample many times for the noise filter and your implementation becomes inherently latent, or you sample infrequently and you wind up with judder.

Games like splatoon utilize a ton of autoaiming and aim assist when you use "gyro" aiming.
 
While aiming was great with the Wiimote, I found turning to be always a chore cause you have to reposition/recenter your reticle every time.

And gyro gives me much more accuracy by holding the controller with both of my hands instead of one like the Wii remote.
 
Gyro only really works in splatoon because you use it in combination with a stick + aim assist. Without that it'd be inadequate for a third person shooter.
 
"gyro" vs "IR" is the exact same difference as "analog sticks" vs "mouse"

Inside-out positional tracking is 3D mouse tracking, you are selecting a point in space. IMU tracking doesn't have any reference for absolute position, it doesn't know where you are in space. All it can measure is amount of acceleration. You work under the assumption that the math is absolute and will arrive back at the origin with the appropriate negated motions, but it doesn't work like that in practice. To arrive at position using an IMU, you perform integration of your acceleration to arrive at velocity, and then you do integration of your velocity over time to arrive at position. The problem with arriving at velocity is that one must account for gravity as a constant force in the equation, which means you need to constantly know which direction is down. And IMUs poll at much higher rate than the magnometer, meaning you can actually misread which direction is down, that will throw off your calculation entirely. These errors are cumulative, meaning that, in very short time, the errors ramp up into infinity in any direction.

Games like Uncharted: Golden Abyss and Splatoon prevent this from happening from making sure your IMU readings don't ramp up in any given direction wildly. That alone accounts for the discrepancy in their accuracy.

Just like mouse vs stick, you are controlling a point in space vs acceleration to a point in space.

And, again, in any outside-in positional tracking or inside-out positional tracking solution, an integrated IMU is present. None of those solutions are purely optical; purely optical solutions are extremely latent. They are achieved using a weighted sensor fusion with the IMU readings. It's impossible for an IMU to be "more accurate" than inside-out or outside-in positional tracking, because those trackings are IMU trackings.
 
What's the one Golden Abyss did? Because that's the one. You could do big broad aiming with the analog then line it up with the motion controls which was much less sensitive.

I wish Splatoon did that. Seperate sensitivity options or something.
 
What's the one Golden Abyss did? Because that's the one. You could do big broad aiming with the analog then line it up with the motion controls which was much less sensitive.
That would be gyro and I agree it was a complete pleasure playing it, just because of the aiming. Every shot was a headshot thanks to the extremely precise gyro. Since the sixaxis had been upgraded in the DualShock 4 I would like to see a few console games to try it too.
 
IR and it's not even close. So sad Splatoon doesn't offer a Wii Remote IR + nunchuck's controls option.
That being said, analog+gyro is the second best thing and it's pretty good in Splatoon to name one.
Gyro aiming alone would suck tho.

Bear in mind I HATE dual analog aiming in FPSes. Bit better for TPSes, but something like RE4WiiEdition wipes the floor with any other version of the game controls-wise.
 
I'm loving the controls in Splatoon, using the right analog stick for broad camera movement and precise aiming with the gyro. I also really enjoyed pointer controls in Wii shooters (Metroid Prime Trilogy, Call of Duty games, even The Conduit), and stylus controls in DS/3DS shooters (even if they do tend to strain my left hand after a while). I remember trying the Resistance 3 demo on the PS3 with a PS Move, but for some reason I could never make the controls feel as responsive as the Wii shooters I played for countless hours. I can't stand dual analog in shooters: they're slow, clunky and imprecise to me.
 
Only gyro I like is this.

5362775882997GYRO_SANDWICH.png
 
Hard to say. Depends entirely on the game. I can't imagine Metroid Prime on anything other than the Wii + Nunchuck after Trilogy came out, but Splatoon with Gyro is fantastic.
 
IR. Splatoons Gyro controls are great, but hardly acurate, while playing FPS on the Wii felt like playing with a mouse in terms of accuracy.
Splatoon is still a ton of fun, because while Gyro and and Analog controls are horrible for aiming on their own, teamed up they are surprisingly good. I guess I would enjoy shooters on gamepads a lot more if all of them allowed to fine-tune with Gyro.
 
IMU has tons, and tons of limitations. For one, it's not accurate at all. You just don't notice it because you aren't expecting absolutely positional tracking from 10' across the room, but the tracking it very off and they use a bevy of tricks to fool you into think it's not. IMUs are subject to constant "drift" which is a bit of a misnomer, because it's more like "rapid acceleration."

IMUs are also inherently noisy readings, and the way you fix this is by implimenting a high-pass noise filter where you pick your poison. Either you sample many times for the noise filter and your implementation becomes inherently latent, or you sample infrequently and you wind up with judder.
Don't you mean low pass? Won't the noise you intend to filter be typically high frequency?
 
Splatoons gyros work and are better than sticks alone, but yea, they're objectively inferior to a proper IR implementation. It's probably a moot discussion with the VR schemes around the corner though. Lighthouse is supposedly a perfect 1:1 interface.
 
I have a name for people who don't use Splatoon gyro controls.

'Free Kills' I believe is the name.

I have heard this so many times now, but still need to find good gyro players. Need to play more Ranked matches, because in the non-ranked mode all I saw were cannon fodder, can't count the times I had to save my team from sucking.
 
Resident Evil: Revelations convinced me Gyro Controls are the future. In Splatoon though, I felt like I needed to reset my aim all the time.


But I still like Metroid Prime Trilogy Wii's controls.
 
Gyro. Nintendo has shown it can be done extremely well, to the point of passing dual analogs for precision. I especially like that you can continuously 'reset' gyro controls, which you couldn't do with IR as that depends on a sensor bar.
 
I returned to Batman: Arkham Origins after playing Splatoon (Wanted to play through Cold, Cold Heart before Knight came out).

For a good chunk of time when I swapped to it, I was trying to move the Xbox controller to shift the camera.
 
Gyro controls as done in Splatoon come second to keyboard/mouse in my opinion, it really works well and it feels good and accurate. With IR aiming, even though I haven't played many shooters with Wiimote, it felt good but turning or looking around was always an issue.
 
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