Covered by this post are games with gyro aiming, gyro camera, and gyro cursor or reticle controls published on PS4 or PS5 for use with DualShock 4 or DualSense controllers. Not covered is any form of motion controls only available with PSVR, PSVR2, PS Move, PS Eye, or Sense controllers.
Also not covered are games that exclusively have tilt controls, waggle controls, or other controls that are not primarily built on translating absolute rotational movements from the controller to absolute movements on screen.
Games published for both PS4 and PS5 and known to have motion controls in either version are assumed to have those controls in both versions unless otherwise known.
PS5 games:
- Astro's Playroom
- Deathloop*
- The Last of Us Part I*
- The Medium
PS5/PS4 cross-gen games:
- Biomutant
- Call of Duty: Modern Warfare II**
- Call of Duty: Warzone 2.0
- Callisto Protocol
- Deep Rock Galactic
- Enlisted
- Fashion Police Squad
- Fortnite*
- God of War Ragnarök
- Horizon Forbidden West
- Monster Hunter Rise
- Neon White*
- No Man's Sky***
- Quake
- Resident Evil 4 (2023)*
- Resident Evil 8
- Rogue Company*
- Severed Steel
- Tchia
- The Persistence Enhanced
PS4 games:
- Blue Estate
- Concrete Genie
- Days Gone***
- Doom 1*
- Doom 2*
- Doom 64*
- Dreams
- Elite Dangerous
- Gravity Rush Remastered
- Gravity Rush 2
- Paladins*
- Tearaway: Unfolded
- The Last of Us Part II
- Thief (2014)
- Until Dawn
- Vermintide 2
- Warface
- Ziggurat 2
*Also features motion controls on PC with a USB connected PS controller
**Only in multiplayer mode, also supported on PC with a USB connected PS controller
***PS and other controllers supported for motion controls in Steam version on PC, wired connection not required
Sources include:
Several of the games in the listed sources use non-gyro motion controls and have not been included on this list. EDIT: Hogwarts Legacy has been removed for this reason.
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