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[GH-ISSUE #178] Nintendo switch mode's gyroscope's x axis less responsive than the rest #78
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Originally created by @Qwack-exe on GitHub (Jul 19, 2026).
Original GitHub issue: https://github.com/safijari/openpuck/issues/178
Also, I have tried changing the gyro scale and report rate but it never applies any changes on the "Switch Pro motion" menu specifically, everything else worked just fine.
I am using the ProMicro NRF52840 board and using the switch pro mode on a normal Nintendo Switch, testing it on Splatoon 3.
Moving the controller on its y (like a steering wheel) and z (like a spinning top) axis feels insanely great, more responsive than the actual switch pro controller, but the x axis to look up and down seems to lag behind, responding very slowly compared to the two other axis.
If that gets fixed, playing with the openpuck on a Nintendo Switch would be 100% flawless, thx for your work!
@safijari commented on GitHub (Jul 19, 2026):
Oh interesting. I don't own Splatoon. What other games can I check this issue in? Preferably a free demo
@Qwack-exe commented on GitHub (Jul 19, 2026):
Fortnite also works really good with gyro on switch so I think that could do
Else you've got overwatch or sumn idk
@safijari commented on GitHub (Jul 20, 2026):
Ok, I was really hoping to avoid giving my Switch 2 cancer but I'll do it for the love of all OpenPuck users
@Qwack-exe commented on GitHub (Jul 20, 2026):
Thanks for your sacrifice brotha
@ItzHomeSlice commented on GitHub (Jul 20, 2026):
i have the same problem on splatoon 3
@Endy404 commented on GitHub (Jul 21, 2026):
Oh that’s a shame, I wanted this specifically for Splatoon 3 and Splatoon Raiders
@ItzHomeSlice commented on GitHub (Jul 21, 2026):
it wasn't that hard to correct my aiming so now it feels normal ngl
@Qwack-exe commented on GitHub (Jul 22, 2026):
It's lowkey miserable to play with on higher stakes gameplay and is generally annoying, especially when the actual switch pro controller would give you less friction just because of that x axis being bugged
@safijari commented on GitHub (Jul 22, 2026):
Ok
I need to understand this a bit better. I'm in a bad situation because I don't own a Switch Pro controller so I can't check how it's supposed to be (on Fortnite at least I can't seem to use gyro aiming in handheld mode). The aiming feels wrong. Like, turning the camera left/right seems to only happen by changing the controller yaw which feels wrong it feels like it should be a mix of some axes based on the controller orientation. But I don't know if that's how the pro controller is also supposed to function.
Can someone help me understand this? or share a video of you doing gyro aim?
@Qwack-exe commented on GitHub (Jul 22, 2026):
Aight lemme just reinstall it (it'll prolly take, like, a day) and I'll show you the parameters I use. It's basically a recreation of splatoon's gyro but at 2x speed.
I think the default does make you move by yaw but you have to make the gyro movement take the x and y axis and make it relative to position, not space. I'll show you the screenshots if nobody else does it by the time it's reinstalled
@Endy404 commented on GitHub (Jul 22, 2026):
The best way I can explain aiming in Splatoon is that no matter what orientation the controller is twisting or turning it turns left and right. Flipping it up and down controls Yaw but it seems to calculate yaw as half of what it should be. Tbh, if you added a setting that doubles that as a toggle in the WebGUI I'd take it. Dont need gyro for other games.
@Endy404 commented on GitHub (Jul 22, 2026):
Found a decent video explaining it (should have done that first). The issue is with looking up and down.
@Qwack-exe commented on GitHub (Jul 23, 2026):
Ok so as long as your gyro space mode is set to "Player" it should work just like every other controllers according to my tests, but the odd thing is that the gyro works perfectly fine on fortnite so it probably is a matter of report rate.
Furthermore, going back to splatoon after having restarted my nintendo switch have made the problem worse somehow, now the pitch is completely broken as well, now only the yaw is responding correctly
@Qwack-exe commented on GitHub (Jul 23, 2026):
btw, I cannot change the report rate at all, the "switch pro motion" menu on your webapp thing doesn't apply any settings change at all on this menu specifically
@Bambusbro commented on GitHub (Jul 23, 2026):
I tested the same gyro movements on my switch 2 in Splatoon 3 and Donkey Kong Bananza and couldn't detect any difference in gyro movement at all. I compared it with my Switch 1 Pro Controller. Only difference I found was that my OG-Controller drifts a lot more than the SC.
Did I miss anything specifically? I tested both yaw and pitch movements.
@Endy404 commented on GitHub (Jul 23, 2026):
looking up and down is slower for us
@Qwack-exe commented on GitHub (Jul 23, 2026):
If it doesn't make a difference I would assume that would mean that the issue is a Switch 1 bottleneck on its gyro rate readings on splatoon specifically because the same issue applies to Splatoon 2 as well, but not on 3rd party games
@Endy404 commented on GitHub (Jul 23, 2026):
I'm on switch 2
@Bambusbro commented on GitHub (Jul 23, 2026):
I used both the USB-C port on top and an USB-A port of the dock itself and didn't notice anything changing. I tested the raw movement from camera down to up and seem to have the same gyro movement / range needed on both controllers. I also didn't notice any latency in the other axis'. I believe you that you aren't making this up in your mind but it doesn't sound the be a software problem of the pluck to the switch from what I've experienced myself.
@Endy404 commented on GitHub (Jul 23, 2026):
Maybe it feels different because the controllers bigger? What sensitivity do you play at?
@Bambusbro commented on GitHub (Jul 23, 2026):
I play at -2 in the settings of Splatoon 3.
@Endy404 commented on GitHub (Jul 23, 2026):
oh, I play at +2.5 to +4 in 3
@Bambusbro commented on GitHub (Jul 23, 2026):
Now that I tested it multiple times at +4 it seems the SC has a more sensitive yaw movement than my Switch controller? Making an 90° degree turn of the controller to the left makes the in-game-camera (in lobby) move about 240° and the switch more about 180° to 200°. Very weird but the swapping the controllers around trying to move the controller the exact same way is not scientifically accurate measurements.
@Bambusbro commented on GitHub (Jul 23, 2026):
Actually I now both connected them to my pc and used Dolphin emulator to view that exact yaw movement with the controller flat to the wall. In switch mode the SC moves the yaw faster than in SC-Mode (SC Mode and Switch OG controller are now the same there). So the yaw axis really is mapped wrong.
@Endy404 commented on GitHub (Jul 23, 2026):
thats funny, I had it backwards
@Bambusbro commented on GitHub (Jul 23, 2026):
I changed the code to make the mapping from the yaw data to the roll (because switchs gyroscope is rotated) to about 80% and now its pretty much accurate to the rotation of the SC in Steam Mode or Switch gamepad (PC and switch). If this is the fix I would try to create a pull request tomorrow.
The change in speed was tested with the controller pointed straight to the head and rotated 90° to the left to see the right half of the controller.
@safijari commented on GitHub (Jul 24, 2026):
@Bambusbro happy to fast track a PR once you have it up
@Bambusbro commented on GitHub (Jul 24, 2026):
Added a pull request. I also noticed a difference in the other axis' so I also corrected them.
@Endy404 commented on GitHub (Jul 27, 2026):
love yall, you're the best
@safijari commented on GitHub (Jul 29, 2026):
This is merged, I will do some testing and add an option to go back to the old mode and then do a release. Thanks
@ItzHomeSlice commented on GitHub (Aug 3, 2026):
in word on when this will be release?
@green-s commented on GitHub (Aug 6, 2026):
@ItzHomeSlice Until it does, you can download artifacts from the build actions, e.g. https://github.com/safijari/openpuck/actions/runs/30766578533/artifacts/8839146492
@Qwack-exe commented on GitHub (Aug 6, 2026):
Nice, it does make it manageable, but the up/down motion still feels a tiny bit slow, at least, not as snappy as the other angles, which now do work correctly