If your game has mouse control but:
- Has acceleration enabled by default without an option to disable it.
- Has multiple sensitivity sliders which are different with no option to link them (looking at you, Vanquish).
- Adjusts sensitivity based on actions that you are doing in the game; e.g. Prey (2017) dropping sensitivity to 0.65x when sprinting.
- Locks out the camera controls at any point; e.g. third-person action games.
- Can't handle fast movements (Rez).
You just proved that you never bothered to test the game beyond "does the mouse move the camera at all?"
- Motion control for actions that should be on a button. Nintendo are still doing this in games like Mario Odyssey.
Gyro aiming is a big improvement over dual-analog control though, and more games should have it as an option.
I'm surprised to see many people complain about controls being placed on the shoulder/trigger buttons instead of the face buttons.
Using the face buttons prevents you from using the right analog stick without 'clawing' the controller.
Camera controls:
- Tilt right stick forward = Camera tilts backwards.
- Tilt right stick backward = Camera tilts forwards.
I don't know why we call this "Normal".
If you're thinking of it as controlling a physical camera, do you also invert the X axis?
- Push stick up > View goes up.
- Push stick down > View goes down.
The only time that using inverted controls (both X and Y axis) has felt natural to me is trying to play anything on the Switch - and that's because I keep my thumb on the face buttons and control it with the joint of my thumb.