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In my use case, if you want to aim while moving, and you use WASD, and you’re using my remap…moving forward (“W”) while aiming (command) will try to close the GFN window. More on the command key: obviously this has downsides on the macOS side of things. But ControllerMate will let you do just about anything.įinally, I mapped the virtual wheel button to a keyboard key relatively near my mouse-hand - it’s not used that much, and not in action sequences. For this reason, or maybe because of command’s use in macOS (more on that below), GFN doesn’t seem to register command as a key available in mapping, at least to Cyberpunk.
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I ended up choosing the command key, which in general is sort of verboten on Windows, because that key position is the Windows key, which opens the Start menu. And Cyberpunk actually has a lot of keys in play. This isn’t the best solution for more complex games, because you want something on your keyboard hand that isn’t already used. Second, I map a keyboard key to the Virtual Mouse right click, as an optional “hold-to-aim”. Here I have extra maps to include my internal keybaord and trackpadįirst, I have my Magic Mouse’s right click toggle the right click on my Virtual Mouse, which effectively enables aim toggle everywhere. What’s more, my Virtual Mouse has *all* the buttons. With ControllerMate, I added a Virtual Mouse, which is a perfectly good input device, as far as macOS is concerned.
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Not an issue for me, because I’m sitting comfortably on Mojave until I upgrade my hardware. (Full disclosure: this app may cease to work on Catalina onwards. What does work is the wonderful and arcane ControllerMate. Some of these don’t seem to be “seen” by GFN, at least without changing the way it parses mouse movement in general, and I don’t like changing that setting. There’s quite a few apps on Mac to remap your keys irrespective of (or specific to) certain apps. But still this Mac gamer persists, and I have a solution to these (particular) problems. Somewhere on there, there’s probably an issue to add aim toggle, or remap countless controls that aren’t surfaced but they’ve got loads of other todos competing in the queue. Not janky newcomer Cyberpunk, which may currently be breaking Asana with its issue queue. The best ones let you switch to “aim toggle”, and then you’re not contorting your fingers on your mouse at all. Now, this isn’t a huge deal with well-built games: in these sort of games, you can remap buttons and keys. You can’t hold down two virtual buttons on this mouse scrolling has no *click* there is no wheel button. Or, further, press that wheel button down to do some other thing.Īssumptions made, assumptions kept Magic Mouse totally fucked. Or, perhaps, deftly navigate your inventory with the scroll wheel, with each *click* ticking through a slot. So you can, you know, hold down the right button to aim, and click the left to shoot. Want a right click? Click on the right side. I would expect that the majority of us use a Magic Mouse, which really is a lovely Apple device, with a capacious battery…and one mouse button.Īpple reductivism at its best/worst: why have two different clicky buttons? Why have a separate mouse wheel? Touch screens are everywhere long ago, Apple did an Apple and designed a touch mouse with context-sensitive buttons.
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Who wouldn’t have these things? They are standard PC components, readily available and any self-respecting player of games likely has a 10,000 DPI mouse with like ten buttons.Įxcept for us Mac users. (A controller is fine too) They further expect your mouse to have two buttons and a scroll wheel which can be pushed like a button. Of course there are issues, however, and predominant in my mind for the Cyberpunk launch has been matters of input. What a delight it is to have raytraced Cyberpunk 2077 booting, bugs and all, from a macOS desktop. Games belong to you care of retailers like Steam, which is a few shades better than owning Stadia games, which last only as long as the service itself. But the best thing in my book is that, technically, there’s a Windows PC on the other end of the stream one with relatively beefy (virtual) specs handily able to run current games with ray tracing, DLSS, and all the other whistling bells that NVIDIA brings to Moore’s table.
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But then my expensive GPU card became obsolete, and more crucially, Apple stopped signing NVIDIA drivers for macOS, making my eGPU suitable only for when I didn’t need my Mac as a Mac.Įnter GFN, which for me garnered, on first use, a genuine “holy shit!” moment, when I realized streaming tech was further along than I thought.
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For a while, before streaming gaming was consumer-ready, I was happy to boot into Bootcamp on my MacBook Pro with a custom-wired NVIDA eGPU.
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Praise be to NVIDIA’s Geforce Now, which allows us Mac nerds to dabble in full-fat Windows gaming without using a PC. Quick-hacking your Mac input devices for Geforce Now
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