News - This New Update Completely Changes Aiming Warzone 2
Intro
And if you read around on the internet, some people are saying that this is going to be the future of aiming and that this technology, when fully adopted, is going to make control players more accurate and more competitive. The more eagle-eyed amongst you may have noticed that when Warzone 2 was released, a new setting was added to the advanced controller settings in Warzone 2 and Modern Warfare 2.
Overview
And that is gyroscopic, aiming at a technology that has existed for a while and is utilized on a number of different platforms except for Xbox. Slowly and steadily is starting to be adopted as a form of aiming. Now there are 101 different questions about this: what the hell is gyroscopic aiming?
How is it utilized? Does it give you a competitive advantage, and is it the future of aiming like some people proclaim? And do you all now suddenly have the headache of having to learn something new and different because you don't want to be left behind when the competition starts heating up? These are all really important questions, especially if there's a competitive advantage at hand here that could potentially completely change the way we play War Zone 2 and Modern Warfare 2.
I play Squad: Rainbow Six: Siege. I am a top 1 player for controller players at least in war zone 1 in terms of KD accuracy and other statistics, and I'm also a controller nerd. I have very specific settings for response curves, sensitivities, dead zones, and all of these, if you will, to try and make me the most accurate player in the game.
So I figured, who is better qualified to answer this question than somebody with keyboard and mouse experience? experience and now gyroscope, experience now. All of this testing required a lot of time and effort, and my internet provider also had a meltdown somewhere during this process, so if you see some stuttering in the gameplay, don't worry, it isn't your system.
But this was a lot of work because learning gyroscopic aiming was effectively like learning a third language.
Gyro aiming
Gyroscopic aiming is quite literally what it says on the tin; it's utilizing the combination of a gyroscope and an accelerometer to map the individual movements of your controller to the movement you see on screen. The playstation 5 and Playstation 4 all feature a gyroscope controller, and you can utilize this to wiggle around your control and produce movement whilst you're playing.
This was very carefully used in things like Astros Playroom when the PS5 released, but it can actually be utilized as an aiming method and is something that already exists in Fortnite. So, what you're seeing on the screen right now is me flicking around my PlayStation 5 controller with a software in the background known as Aim Labs, and you can see that there is a one-to-one movement between me flicking my controller and my crosshair on the screen pointing to the location that I flicked my controller, and if you're getting some sort of weird Nintendo flashbacks, that's because Nintendo is the largest advocate of this technology; they utilize it on their Nintendo Switch and even as far back as the original Nintendo.
Wii gyroscopes have been employed in some way, shape, or form to make aiming on Nintendo an actual thing, and in the background, you can also see some examples of me just fiddling around with it in a private lobby of Modern Warfare 2. So why do some people think that this is the future of aiming? Well, it comes down to the inherent design of an analog stick versus a gyroscope.
An analog stick is an analog device that is not laser precise or pinpoint accurate. There are dead zones on the interior of an analog stick where your controller doesn't register input. There are also dead zones on the exterior of an analog stick. There are even other things, like axial dead zones.
And just generally, how the acceleration of the stick is mapped is not a one-to-one reality with your actual thumb movement for comparison's sake.
Mouse vs controller
When you use a mouse, the laser or optical sensor that mouse is using effectively pinpoints Acura It is 100 percent accurate as a method of moving a cursor on screen because it effectively reflects the amount of movement. Yes, you can change the sensitivities across a controller and a mouse, but the principle is the same: a mouse has a 0 to 100 value in terms of movement, and a controller has something like a sort of 10 to 20 percent to 90 to 90 25 percent to sometimes a hundred percent movement value.
But the whole point is that a controller, fundamentally by design, is not pinpoint precise, whereas a gyroscope, on the other hand, is by design effectively 100 precise. Because a gyroscope has minimum and maximum values, and it's all dependent on the actual movement input of your device in order for it to calculate what that input value is, there are no dead zones, no gray areas, no axial dead zones, and no response curves.
There is nothing that it has to add in terms of information to estimate where the movement should take place. It's simply a one-to-one mapping to some extent, plus or minus sensitivity, so the hypothetical idea here is that because a gyroscope has that degree of accuracy that's otherwise lacking in traditional analog sticks, theoretically you should be better with gyroscopic aiming than you are with analog aiming.
And again, there's another side note, which I've already mentioned: Xbox controllers do not have gyroscopes, so that's not something that you can do on Xbox. So to some extent, there's a lot to answer in terms of if this is a competitive advantage because quite literally one whole console platform does not have access to this feature, so is this any good and will it give you an advantage in Warzone 2 and Modern Warfare 2?
Well, the answer isn't really simple. I wanted to just say definitively no or yes, but it was actually more challenging to do that than to effectively explain this gray area now that the current implementation isn't the best in Modern Warfare 2.
Aimlab
It feels like there's some calibration that needs to be done. In comparison, aimlab felt really snappy and responsive, whereas Modern Warfare 2 felt like it was kind of getting the answer "98" right but then in other ways wasn't quite understanding what to do.
But in terms of what this tool offers, it's almost like adding a z-axis. Now, when you use a controller, it's an X and a Y axis; you go left or right or up and down, and theoretically, adding the gyroscopic element is still an X and Y-axis input, but it felt really strange. Here are some radical new ideas that are really confusing, and it's like somebody is pointing a Nintendo Wii remote at your screen whilst you're trying to play and, like, messing around with it almost, but that didn't really deter me.