Nintendo should follow Steam Input and add universal gyro controls to Nintendo Switch 2

Mario holding a Nintendo Switch 2 controller next to Joy-Con 2 inside a Switch 2 console

Published:

Last Updated: 15 October 2026

By:

The Nintendo Switch 2 is a great system, and with more ports than ever, some are simply refusing to support the console’s features. It can be pretty frustrating with ports like Diablo 4 skipping Mouse Mode support, despite it being the perfect game to do so, and the recent Resident Evil ports skipping gyro support.

While not everyone cares about having access to mouse or gyro support, they are features that the Nintendo Switch 2 has. Additionally, Gyro support can both be an amazing addition for those who enjoy it, and an accessibility option for those who need it. But when features are often ignored, it becomes time for Nintendo to step in and support them instead.

As core features, Nintendo should follow in Valve’s footsteps and give users control over universal gyro controls. Via the Steam Input API, every game on Steam can have fully customised controls with gyro support, including gyro activated by the press of another button. (For example, gyro could only activate when you hold down LT/L2/ZL which would be aiming-down-sights, my personal favourite way to use gyro.)

Nintendo already supports the ability to fully remap controllers via the Nintendo Switch and Switch 2 console settings. In fact, for those with Pro Controllers, the quick settings panel also allows you to customise what the rear paddle buttons map to as well, giving users even more control over their settings, but there is no option to activate gyro.

Nerrel shows off just how powerful gyro can be with Steam Input, and also they’re a pretty great YouTuber.

While I can play games with or without gyro support, it is disappointing to not have an option. Some titles, such as the new Resident Evil 4 Remake port, also have terrible gyro controls—the new port only has gyro support on vertical aiming which is incredibly annoying. Instead, if Nintendo gave users the ability to just turn on and tweak the sensitivity of gyro mapped to the right stick in Quick Settings, it would give every game support.

Obviously, this becomes more difficult with mapping mouse mode controls, but it could still be done. On Valve’s side, Steam Input API has become so powerful that users can spread across multiple devices at the same time, although how smooth that multi-input support is depends on a software basis.

While Nintendo has been (rightly) criticised for its lack of creativity with the Nintendo Switch’s UI, such as the refusal to add any themes to the system, but there has certainly been more done with Switch 2. Since launch, Nintendo has added the ability to play original Switch games’ desktop modes on Switch 2’s handheld mode, proving there is a desire to expand the featureset of the handheld.

In many games, annoyingly so, gyro is simply abandoned as an option, or annoyingly implemented. For me, gyro is a killer feature of the Nintendo Switch 2, and a reason to play a port on that platform when done right. I like to have the option of gyro, but so many games are leaving it to the wayside, and Nintendo should step in and just give us, the players, the choice to just switch it on.

I will add that some games do have fantastic Nintendo Switch 2 gyro support. For example, Cyberpunk 2077 and The Witcher 3 have brilliantly created motion control options. However, not every developer takes the time to support these features, and sometimes it may just be better to do it ourselves.