Draft:List of video games with gyro features

Introduction
Gyro is the abbreviation of Gyroscopes. Gyroscopes are motion sensors present on most modern controllers and mobile devices. Most often used for aiming, they can also be used as a mouse pointer, steering wheel or to control any arbitrary kind of minigame on a multitude of Video Games.

Down below you will find a list of every game with gyro features (excluding VR games) and a brief explanation of each category on the spreadsheet.

== Platforms ==
 * Wii* - Wii Motion Plus accessory
 * Wii U - Wii U Gamepad, Wii mote + Wii Motion Plus accessory
 * Nintendo 3DS - Console
 * Nintendo Switch - Console, Joy-Cons, Switch Pro Controller
 * PlayStation Vita - Console
 * PlayStation 3** - PS Move
 * PlayStation 4 - DualShock 4, PS Move
 * PlayStation 5 - DualSense, PlayStation Portal
 * Mobile - Android, and IOS
 * PC**

* The Wii Remote wasn't included because it doesn't have a gyro sensor, just an accelerometer and an IR sensor. Both sensors are usually referred to as "motion controls", but they operate in different ways creating different results. Gyro was later introduced to the Wii with the Wii Motion Plus Accessory.

** DualShock 3 wasn't included because, although it has a gyro sensor, it's only a one-axis gyro sensor, which doesn't have the same results as the 3-axis gyro sensors of modern gyro iterations.

*** On PC, most native games only work with PlayStation controllers, but a handful of emulators work with pretty much any controller. For example, Ryujinx, an emulator for Nintendo Switch, natively supports Gyro controls if you have Nintendo Switch Joy-Cons, a Nintendo Switch Pro Controller, or any third-party controllers made for Switch that have 6-axis motion control features.

Joystick Emulation
A common implementation of Gyro is done by Gyro emulating the right analog stick. Because of the nature of Analog Sticks, this approach often results in dead zones, delay, stuttering, loss of small movements, and the inability to accurately follow your physical movements, because of the maximum velocity of the input is limited by the maximum velocity of the analog stick sensitivity.

Raw Input
Gyro will directly control the subject, that is the camera, the character, or the cursor. This approach will often result in a Mouse-Like feel, overcoming the limitations of Joystick Emulation, like accurately following your physical movements.

When Gyro is Active
Most games allow you to choose when the gyro is active. Common options are:


 * Always On.
 * On While ADS (Aiming Down Sights).
 * On Except when ADS (Aiming Down Sights).

== Gyro disable button and Re-center button == Temporarily disabling the gyro is important for repositioning the subject and the controller. For example, in an FPS (First-Person Shooter) the player must control the recoil of any given weapon by tilting the controller down, but if the player moves their hands back to their resting position, the reticle won't necessarily move back to its origin point. With a mouse, the player can simply lift the mouse and reposition it, but with a controller, the player needs a button for that, that is why, a Gyro Disable Button is important.

Most games do not have this feature, obligating players to rely on the vertical movement of the right analog stick to reposition the camera.

A re-center button serves a similar purpose, but instead of disabling the gyro, this button will reset the vertical position of whatever is being controlled at the given moment. That usually is the camera or a cursor.

== Flick Stick == Created by Jibb Smart, Flick Stick is an alternative behavior for the Right Analog Stick, primarily used on FPS (First-Person Shooters) games, that allows players to flick the camera to any horizontal angle by flicking the right stick or to sweep smoothly by tilting the right stick forward then sweeping to the desired angle. Feeling like a Twin-Stick Shooter. Because the right stick will only make horizontal movements, players must rely on the gyro to look up and down.

== Sensitivity Scale == Natural Sensitivity Scale, also known as Real World Scale (RWS). Is a scale of values that can be translated across every game, and it refers to the amount of real-world movement required to move the camera in the game.

Example: 1 in the RWS. Controller rotation and the game rotation will be perfectly aligned, meaning, for example, that a 45° rotation in real life will translate to 45° in-game. The number "1" in this example refers to the quantity of in-game 360° rotations the player can do if they rotate the controller 360°.

Most games cap the maximum Sensitivity at 2 in the RWS, which is considered slow by most players, and far from the ideal 20 in the RWS, as mentioned by Jibb Smart.

Arbitrary Scale. The game doesn't tell you the Natural Sensitivity Scale, instead making you choose an arbitrary value that simply means more or less sensitivity.

== Gyro Orientation == These settings will change how people should hold and move their controllers. Some orientations are better suited for portables, while others may feel more comfortable with standalone or detached controllers.

Gyro has 3 main orientations:


 * Local Space
 * World Space
 * Player Space

3DOF to 2D Conversion Style:

3DOF means 3 degrees of freedom. These 3 degrees are Yaw, Roll, and Pitch. Gyro Orientation will change how Yaw, Roll, and Pitch movements translate to 2D. Essentially, changing how players should hold and move their controllers.

Pitching moves the camera vertically on every conversion style.

World Space and Player Space are similar. When pointing at the horizon, "swiveling" will turn you most, but if your controller points toward the sky, "rolling" will turn you most. The main difference between these two modes is that if you are leaning the controller, pitching in World Space will move you diagonally, while in Player Space, you will move straight vertically.

Due to technical limitations, World Space won't work correctly on portable devices. That is why  'Local Space'  or  'Player Space' exists.

Local space is usually divided into three presets: Yaw, Roll, and Yaw + Roll.


 * Yaw mode, you must swivel the controller to look sideways, whether the controller is pointing to the sky or not.
 * Roll mode, you must lean the controller to look sideways, whether the controller is pointing to the sky or not.
 * Yaw + Roll is the combination of these two modes.

Local space is the most consistent option for portable devices, because the pitch doesn't influence how you look sideways.

Most games implement only Local Space (Yaw mode), which creates all sorts of problems, like:


 * Obligating players that hold their controllers pointing towards the sky, to get used to holding their controllers pointing at the horizon.
 * Forcing awkward feeling movements on portable devices like the Switch, Steam Deck, and the PlayStation Portal.
 * Creating room for confusion when the players roll the controller expecting the camera to turn, only for the camera to not move.

== List of Games with Gyro Features ==