Senior dev on Fortnite: human-like aim assist, quick weapon, flick stick, gyro, etc ๐ฎ.
Prev assists on: Deathloop, HOTDR, Severed Steel.
Also a Pastor ๐
Pinning a thread of my Twitter highlights, starting with my very recent work on
@FortniteGame
, redoing their gyro controls and adding flick stick. This has been a hugely rewarding experience!
...๐งต
We've added new and improved gyro controls along with flick stick on the platforms that support it.
Made in collaboration with input specialist and flick stick creator
@JibbSmart
, check out the video for all of the details of what's new!
More info:
This is the simplest demonstration I've seen of why sticks aren't good for aiming.
Absolutely nothing wrong with Antonio's aim here. No rush. Doesn't miss.
But the nudge pause nudge pause nudge pause shoot is something you never see with gyro or mouse
Human-like aim assist is live in Fortnite! This was mostly my baby, so I'm super excited about it!
For most players this will be a very subtle change, but there's a lot of questions about "is it better? is it worse? what is it?" so I thought I'd flesh it out a bit.
๐งต
@AlexStrook
I remember seeing an ad in Canada for a small burger: "Only have a toonie ($2)? This burger is only $1.99 (plus tax)"
SO I CAN'T BUY IT IF I ONLY HAVE A TOONIE??
Madness.
Regular Fortnite or COD gameplay doesn't look like this thanks to aim assist, which is essential for fast-paced shooters, but disqualifies them from fair comparison with other input methods
Almost a year before the Xbox Series X came out I emailed Phil Spencer insisting on the importance of gyro for the next gen.
It came to nothing. Fair. Expected.
But that same day I also cold-emailed Epic about gyro controls, and the rest is history:
We've added new and improved gyro controls along with flick stick on the platforms that support it.
Made in collaboration with input specialist and flick stick creator
@JibbSmart
, check out the video for all of the details of what's new!
More info:
I worked on Fortnite! It's free and it's on basically every platform so if you've ever wanted an easy way to try
#FlickStick
or cutting-edge
#GyroAim
, this is the way to do it!
We've added new and improved gyro controls along with flick stick on the platforms that support it.
Made in collaboration with input specialist and flick stick creator
@JibbSmart
, check out the video for all of the details of what's new!
More info:
I think early gyro aim implementations left a bad feeling in people's mouths due to basic low pass filters adding lag. Modern controllers and better filtering are here, though. It really doesn't have to be that way.
Because aim assist knows exactly where your target is moving at every moment, it gives players superhuman help. It can at times even make aiming "sticky" in a way that is literally impossible for unassisted human players to match.
How much superhuman help is fair? None!
This thread isn't an "official Epic" thing, but I am main the developer behind it, so let's clarify a couple of things.
First: "human-like" is new and as far as I know no one else does it, but most of Fortnite's aim assist is unchanged. Aim assist will mostly feel the same.
Something a few folks are already missing:
We're not finished tuning aim assist.
You want more help on controller? We have to take out what's unfair (and impossible to balance, imho), first.
That's what human-like aim assist does :)
The most important "next gen" feature of the DualSense is something Switch, Steam Controller, and even the DualShock 4 have always had:
Aiming that's more fun, more powerful, easier to learn, easier to implement (especially because you no longer need aim assist).
Gyro.
It's once again silly that if I play a PS5 game with a PS5 controller on PC, I can get gyro aiming. But if I play the same PS5 game on an actual PS5, I can't.
Gyro adds more to the game than all the silly haptic and trigger gimmicks they use to show off the controller.
Really helpful side-by-side here.
You might call it "game design" for gyro aiming to feel bad for "realism" or something. But then their mouse aim should feel just as bad for the exact same reasons.
Gyro is the mouse of the controller. It's that simple. Make it good :)
#DEATHLOOP
is (by my count):
- 5th game ever to have FLICK STICK (2nd on PlayStation)
- 2nd game ever with player space gyro controls (gyro gaming discord gang will like that)
Also, since the settings can't do decimal points, the sensitivity is natural x 10
Human-like aim assist won't make easy shots any harder than they used to be. But it will drastically reduce humanly impossible tracking when targets suddenly change direction.
And so this means that ultimately it should be better for controller players AND non-controller players
Second: We don't take aim assist changes lightly. This wouldn't have been possible without the support of the balance design team, producers, directors, QA, helpful research by UXR, and months and months of internal company-wide testing.
The goal of human-like aim assist is to remove the superhuman factor from aim assist. We take away that impossible stickiness by carefully modelling how a human reaction time works -- at least in cases where it's consistently predictable.
Third: Who is it better for? Controller players or non-controller players? Well, both! But first we need to talk a bit about one of the challenges of balancing aim assist.
Every game's aim assist is a bit different, but generally, standard aim assist has a problem...
Balance folks do a great job anyway finding a balance of assistance for controller players without squeezing mouse players out of the game. But in every cross-platform game with aim assist, there's a tension between what's comfortable for controller and what's fair against mouse.
But I'm sure that by removing the impossible superhuman-ness of aim assist, this will let us improve the feel of aiming for controller players AND the competitive integrity for playing against mouse players at the same time :)
Feedback is always appreciated!
There's always going to be *some* tension between how much assistance is suitable for controller and what's unfair for competitive cross-device play. But by removing most or all of the "superhuman"-ness of aim assist, we remove a lot of that tension.
Here are the slides from my
#GCAP22
talk, "Mouse-like Precision, No Aim-Assist (great gyro controls)" ๐ฎ๐ฏ
Tweaked to make it easier to follow without my talking. Plus, bonus slides at the end for further learning and exploring!
#gamedev
#gyroaim
Gyro is by far the most mouse-like input on standard controllers, requires no aim assist, is more intuitive for newbies than stick aiming, and is easy to implement well (with the right resources).
It's a blindspot for a lot of devs, but vital for any who take ๐ฎ aiming seriously
@AshwinDsouza60
No gyro support for console, no. It's cool tech though, I also want to play around with it more. How long have you been using it on PC?
CSGO is, as far as I know, the second ever live game to have flick stick built-in. This means no need to carefully calibrate it. It just works.
It still needs to be bound to the right stick in Steam's controller menu (2nd pic), since that's how all rebinding works in CSGO.
Standard aim assist is traditionally *most* noticeable when it's giving that superhuman help. In our testing, human-like aim assist is much less noticeable even though it does just as much work, which probably means it's much better at matching player intent moment to moment.
By mostly removing the superhuman stickiness, this effectively gives us a new dial to tweak aim assist that isn't "stronger" or "weaker". It's instead more or less human-like. And we've put it at the fast-end of human reflexes so it should never get in the way of your own skill.
I threw together a quick stick input viewer to show you all what is different about 2D steering; you push forward and rotate along the gate of the stick in order to turn the machine while grounded. Here's a full time attack using 2D steering with the stick input viewer active:
We introduced this mid-season so we can better compare player performance before and after. I don't know exactly how we'll tune things -- that'll depend on how player performance changes and on the discernment of our excellent balance designers.
New gyro controls are on PS5, PS4, Switch, Android, and PC (if you have a PS5 or PS4 controller plugged in).
Flick stick should just work (it's just a check-box in the Touch & Motion settings) without any calibration.
I think early gyro aim implementations left a bad feeling in people's mouths due to basic low pass filters adding lag. Modern controllers and better filtering are here, though. It really doesn't have to be that way.
Hey
#IndieDev
and
#GameDev
, the simplest, lowest-hanging fruit you might be overlooking for your game to play well on Steam Deck (or *any* handheld PC) is to support gamepad and mouse input at the same time without flickering icons!
Read more here:
If you're making content about the Steam Deck, make sure you're giving gyro aiming a go. Valve knows its value and designed the Deck for it!
If you hit that Steam button and go to customise controls, there are quick settings to easily add gyro, trackpad, back-buttons in ANY GAME
#GameDev
on all platforms, please listen to Valve. This is what I mean when I say "the gyro is a mouse", and "if it plays better with mouse, it plays better with gyro"
We've added new and improved gyro controls along with flick stick on the platforms that support it.
Made in collaboration with input specialist and flick stick creator
@JibbSmart
, check out the video for all of the details of what's new!
More info:
Most conventions of game controls are popular because they're popular and adequate, not because they're good.
But players who have gotten used to conventional controls and have forgotten how hard they were to learn resist better controls and make progress slow.
Cold-emailing almost never works (at least without some recognition). I cold-emailed many devs and heard back from almost none. I'm immensely grateful to Epic, and I count it as practically miraculous that I get to work on Fortnite from Perth.
Try it, but don't count on it โ๏ธ
The Finals has great looking gyro settings! Wow!
If you want the most mouse-like aiming on a controller, turn on gyro! Just have it on while zoomed in when you're getting started, and turn the controller to tweak your aim.
Experienced players use it for mouse-like flicks ๐ฏ๐ฎ
๐ฅUpdate 1.6.0 is out!๐ฅ
Play STEAL THE SPOTLIGHT this week to unlock a dazzling bundle, that will forever remind you of your time spent duking it out in the dark.
Head over here to dig into the full update notes:
How do we close the gap between controller and mouse with no need for aim assist? Come see me at
@GCAPConf
where I'll be speaking on how simple it is to add powerful, approachable, accessible gyro / motion aiming to your games ๐ฎ๐ฏ
Tell all your
#gamedev
friends!
๐ฎ๐ฏ๐ Gameplay designers and programmers, please click all the way through!
For more and more players, thumbsticks without gyro is like keyboard without mouse: clunky, overly reliant on assists, less fun.
Does your game have good controls? Really?
#gamedev
I think early gyro aim implementations left a bad feeling in people's mouths due to basic low pass filters adding lag. Modern controllers and better filtering are here, though. It really doesn't have to be that way.
Call of Duty Modern Warfare II and Warzone 2.0 have flick stick ๐คฏ
And huge upgrades to the settings:
- Steadying
- Custom sensitivity scaling for different zoom levels
Let's dig in... ๐งต
Discussion is great, but real-time public debate is overrated because one party will cite a nonsense article poorly interpreting a badly done study that can't be countered because the other party hasn't ever heard of it, and then the first party's fan club will think they "won"
Apropos of nothing: accelerometers aren't gyroscopes and gyroscopes aren't accelerometers. They often come together. They can come separately.
For aiming in a game, both together is best, gyro on its own is still very good, and accelerometer on its own is near useless.
Cheers
Okay, I Am Your Beast, I see you ๐
In case you hadn't heard, the absolute simplest way to make your game control well on a Steam Deck is to let it accept gamepad and mouse input at the time, with the on-screen prompts locked to gamepad.
More info here:
Introducing a new way to navigate 3D games: the flick stick. By matching camera yaw to stick angle, quick flicks and big turns are easier to pull off than with either a mouse or traditional stick aiming.
Good Gyro Controls Part 2: The Flick Stick
This used to be the norm, but it feels unusual these days to add gyro on Switch and not on PlayStation. It's not any harder to do, and it's not any less useful on PlayStation.
Anyone able to give any insight here?
@Obsidian
๐ฑ Patch 1.4.4 is now out for all players! Please update your game when you see that this patch is available to receive the following fixes and changes:
I feel we're in the "early adopters" bit for gyro aim, right before the chasm. Some huge games with good implementations, but:
- Not taught to players
- Most other games lack the option
- Even big games that care about controls and would obviously benefit lack them (eg Apex)
First impressions of
#GodofWarRagnorok
on PS5:
๐ "Favour performance" by default
๐ God of War recap option at main menu
๐ Pad swipes as optional bindings
๐ Gyro- uh... "Motion Sensor Function Aiming" let's goooooooo! ๐๐ฅณ
(disabled by default... I get it, but...
With Fortnite 28.10, there's a new option for Quick Weapon called "Instant Toggle". This makes switching to your primary weapon as fast as possible by making it switch "on press" rather than "on release".
Make sure to turn it on in the settings :)
In February, Fortnite set a new bar for gyro controls on PlayStation.
In the last 2 months we've gotten gyro aiming in Deathloop, God of War Ragnarok, and Call of Duty Modern Warfare II / Warzone 2.0.
Who knows how many games are working on gyro controls right now?
Shoutout to the non-gyro games helping folks realise how good gyro aiming is. It'd be nice to get gyro updates for these games, because the old-school controls are already aging poorly
In a competitive game, I think accessibility features should not give high level players a competitive edge.
Automate competently, not competitively.
Aim assist is an accessibility feature.
Here are some snippets from my talk that is intended to be a solid entry point for any
#gamedev
considering gyro controls (from doubtful to keen, first-timer to experienced).
Full talk and link to updated slides in the replies
Overwatch 2 disabling aim assist in crossplay with PC players?
Understandable, since modern aim assist is very inhuman. So it doesn't make things *fair*. It just tries to offset one platform's advantages with *different* advantages.
We can fix this! (Tell your dev friends!)
1/3
Dear
#CallofDuty
players,
Welcome to
#GyroAim
! If your first instinct is to turn it off -- wait! Give it a chance! It's the mouse of the controller!
Tuned right, even subtle hand movements control recoil, get headshots, and even make fast flick shots...
Looking back I see Fortnite's impact in Call of Duty, The Finals, God of War Ragnarok, No Man's Sky, etc. Even in Steam (which had the biggest influence on my own gyro exploration 8 years ago).
Maybe some impact in other less similar gyro implementations?
All from a cold email.
The Alpakka controller is built around getting high precision gyro controls into games without needing an input remapper.
The folks at Input Labs were kind enough to build one for me, so hopefully I can make time soon to give it a proper go
@tuxedolabs
How we use modern controllers hasn't changed much in 20 years. I'm exploring new and better ways to play with the hardware that players already have if you're interested
God-willing, our third child will be born tomorrow. Our eldest turns 4 this month. Looking back at where I was 4 years ago, a lot has changed.
God has been kind <3
Trying out
#HorizonForbiddenWest
's Motion/Gyro Aiming. I'm so glad it's here! A very natural improvement over stick-only aiming!
Some peculiarities of note that I'd love to see improved...
Gyro is a absolutely viable to compete against MnK.
got into the top 8% in
@ViscoseOCE
voxTS task with Gyro. Controller these days don't need aim assist anymore, but people need to evolve.
it's not only almost as good as a mouse, it's also a really fun and satisfying way to play.
I've been completely overhauling the quick turn mechanic; it's needed it for a while.
The new version is shaping up really well; and when you combine it with 2D steering for deadly precise analogue input, you can do some insane stuff
(check out my turn after the lap marker!)
Fortnite: "Tightening Threshold"
CS:GO: "Precision Zone"
Deathloop: "Precision Threshold"
God of War Ragnarรถk: "Reduce Small Motions"
Call of Duty: "Gyro Steadying Threshold"
Same setting, different name every time. But it's so simple, and can reduce gyro motion sickness. Do it!
I think PlayStation would care less about how much longer they have COD if they leaned into the fact that the best console version of every game should be the PlayStation version.
You know, instead of just pretending they're Xbox + fancy haptics
๐ข JoyShockMapper 3.4 ๐ข
All about driving. This video covers my contributions to the latest version of JSM, including some tips for
#gamedev
looking to add the same to their games:
- 2D Steering
- Motion Steering
- Winding Stick Steering
Accessibility in games is being talked about more and more these days, which is great! It touches so many different aspects of game design/implementation. Let's have a crack at a basic checklist for accessible controls in PC games:
Every game that uses a cursor should let you control it with gyro/motion controls. It's like a laser pointer in your lap ๐ฎ๐ฏ
#PS5Share
,
#NoMansSky
Fortnite 24.30 happens to have a couple things I worked on!
Faster/simpler resetting edits for controller/mouse, and a new settings tab with new firing options on mobile to help players get more done with fewer presses
Very surprised to see anyone at all doing this. Yes, work needs to be done to close the gap between controller aim assist and direct mouse aim.
But giving mouse aim assist -- making it LESS direct and MORE artificial -- is moving the wrong node in the wrong direction
It's so cool that handheld PCs are taking off. And Steam does a lot of work to make games that play better with a mouse play great on a handheld with no mouse -- it has an excellent built-in remapper that can put gyro and flick stick into just about any relevant game:
PC precision shooter games on a controller? In *my* household?
It should be more common. Typical joystick aim is terrible for precision, but this combination of "flickstick" and gyro is so precise that it removes the need for aim assist entirely
Try it :))
Relatedly, here's your once-in-a-while reminder that conventional control schemes are often neither the easiest to learn nor the most fun when mastered -- let's expand our conventions for better approachability, accessibility, and mastery:
The topic of "natural feeling controls" is fascinating, though. Like we think full mouselook is obvious now, but it was super weird when id first implemented it.
Reminds me of how Alien Resurrection got panned for what would become the dominant gamepad scheme.
Dear Xbox,
If you start working on a gyro+accelerometer attachment for Xbox controllers now, how long will it take until you're ready to ship?
How many more games will play better with gyro than without gyro by then?
Fortnite, Deathloop, Call of Duty... what's next?
In February, Fortnite set a new bar for gyro controls on PlayStation.
In the last 2 months we've gotten gyro aiming in Deathloop, God of War Ragnarok, and Call of Duty Modern Warfare II / Warzone 2.0.
Who knows how many games are working on gyro controls right now?