Keyboard & mouse user here. To lessen the pain, I moved to gyro-based gaming. I think 8bitdo has those. I specifically use the Switch joycons. I recommend you just get yourself a good BT dongle.
8Bitdo does have a gyro controller, I have the Ultimate 2. It does have some requirement to configure the gyro though, you have to boot it in `dinput` mode by holding down a button.
I have included a link from my notes, I have not actually tested it much beyond seeing that the gyro does work in steams "configure controller" thing, never got around to correctly mapping any game.
Me too. My weapon of choice is the Dualsense. Lots of great things about it in addition to gyro controls: as of late last year you can pair 4 devices with it. I have one Dualsense and roam between PS5, Bazzite desktop and Steam Deck seamlessly.
If you're asking how it's setup/configured, then Valve ships "Steam Input" that can do a lot of things and one of them is translating gyro data to mouse events.
Some games support gyro directly, but even then AFAIK people prefer Steam Input due to how configurable it is.
Another method for gyro aim is flick stick, using the right stick to control the direction of your aim (on the left/right axis) and gyro for fine tuning and also up/down axis.
With controller sticks you control the 3D camera only indirectly -- by telling the rotation velocity (in very limited range) and for how long to apply it.
With gyro you have 1:1 proportional camera position input, like with mice.
It's more or less about possibility of developing muscle memory. With (linear) gyro/mice you could sharply snap camera to a point you see on screen without much overshoot. You could turn 180 degrees in split second with eyes closed (actually with gyro people often use flick stick for such big rotations, turning instantly -- but that's besides the point)
With controller stick? Well you could try to time that 180 turn takes 1.5 seconds of holding at full deflection -- good luck developing a feeling for all the speeds inbetween zero and full deflection.
I have found that you have to keep it centered in order to keep it from moving/registering input, so it worked very similarly to an analog stick to me. Am I mistaken?
As someone who has both interest in VR and racing sims (and other sims), and tried VR and loved it, I am genuinely NOT INTERESTED in owning a headset for the obvious health reasons that come with using one.
There is no way this ever can be close to safe for your health than, say, not using it.
When I was playing standalone VR (Quest 2/3), I was pretty much always sore from moving around while playing. I moved to PCVR a few years ago, and I still move significantly more just from twisting around to look behind me (combat flight sims).
I can’t see any way that it’s not at least better than a monitor.
I think that's the only way to deal with such temptations. Kidding yourself that you are strong enough to do it 'just once' or that you can handle the temptation is foolish and will only lead to predictable outcomes. I have a similar policy to smoking, drugs, alcohol and so on, I just don't want the temptation. It helps to have seen lots of people who thought they were smart enough eventually go under (but the price is pretty high).
Oh, and LLMs are of course geared to pull you in further, they are on a continuous upsell salespitch. Drug pushers could learn a thing or two from them.
Copyleft was intended as a principle to keep the software free (as in 'freedom'). Proposing to lock out certain areas of the codebase is directly opposite to this principle.
Folks here can decide for themselves whether to check green accounts' "Show HN" these days. We are all aware of AI slop and creep in all shape and form.
Expect to see lots of these in the upcoming months as the big companies scramble to keep from losing money.
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