The Ally and AyaNeo 2S both have gyroscopes, although the Ally suffers from a profound lack of first party software support and so far users are having to use two layers of input mapping software to get practical use out of them.
The sensor quality is at a deficit and the arm biomechanics likely are not a full match for those of mouse aiming in terms of range between the smallest and largest motions possible, but just the fact that gyro aiming uses absolute tracking of motions as mice do and is able to do microadjustments and flicks puts it much closer to the capabilities of mouse aiming than to stick aiming.
Gyro on touch whether a Steam Controller, PS, or a Deck’s capsense sticks
Gyro on ADS is not bad but is more of a third person adventure game thing than anything suitable for multiplayer
I played Deathloop with flick stick and always on gyro because its native gyro support lacks any gyro button assignment outside of ADS, so I can settle for that in a pinch even though it takes different reset methods on X and Y axes
Oh yeah I grabbed GR Remastered on PSN last week, it’s still on discount. I just knew of it vaguely for being on these lists and was rather surprised to see 3-axis gyro aiming!
Sounds like you’re having issues processing two camera inputs happening at the same time in some part because you are unfamiliar with one of them. I’d suggest using the methods in isolation, e.g. in Zelda moving the camera close enough to targets that you can do all the rest with gyro, and only then pressing ZL to aim with gyro alone.
I expect this may help enough with getting used to gyro that you can eventually start combining the methods more fluidly, while still receiving some benefit while you get there. Playing in low pressure situations can also help with not getting overstimulated by unfamiliar game responses to your actions.
What Switch games?
What sort of control schemes have you used outside of Switch, activate on touchpad, capacitive stick, left trigger, or instead leave gyro always on but with an off button?
How much sensitivity, measured in how many camera rotations you do per controller rotation?
Nice
There is no regulated competitive environment to find the best gyro players, the overall player base is tiny and has not existed for long compared to other input methods, and a high end performance gap of some size exists as I outlined in the comment above and can not effectively be closed at this time if it ever can be so mouse play inevitably comes out on top if not by a huge margin then at least by enough of one
That said just today some mobile shooter player that’s been using a gyro controller in aim trainers for a while posted a very short video with some tracking. It’s nothing special for mouse play, but if you have any footage of non-AA stick players with even remotely close to this degree of capability I would love to see it as they appear to be very rare, as well for anything with the extreme flick speeds routinely seen across mouse and gyro
The range of a stick is absolute crushed down to a tiny speck due to relying on the motions of a thumb and due to being a relative/time-based input instead of an absolute/distance-based input, the mechanical and sensor disadvantages of gyro aiming just do not go anywhere near that low with remotely modern gear