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Profile Editor

Documentation index · Illustrated user guide · Compatibility

Create or select a saved profile on Profiles, or choose Edit for a device on Controllers. Settings and preview availability depend on the selected physical controller and virtual output.

Profile Editor showing DualSense button mappings

Saving and previewing

Use Select Preset for a starting configuration. Apply writes changes while keeping the editor open; Save writes them and finishes editing. Cancel or Back to Profiles cancels editing. Keep size preserves the editor window size. Moving between editor sections preserves edits.

Live previews let you feel or inspect a setting before finishing. A preview is not evidence that a profile was saved. If a write fails, the editor stays open; check Log and retry after resolving the file problem. The last valid profile is preserved. See profile recovery for rename failures and unsaved Overview changes.

Button Mapping

  1. Choose the controller diagram layout that matches the labels you want to use.
  2. Select a control on the diagram, or double-click its row in Button mappings.
  3. Choose a controller button, keyboard key, mouse action or macro in the remapping dialog. Use a shift modifier for a separate action while its activation condition is met.
  4. Save, then test the result in the target game or application.

Button remapping dialog

Show live preview helps identify the control being pressed. A different diagram layout changes how controls are presented; choose the virtual controller in Advanced → Output. For conflicting mouse mappings, use the mouse-click troubleshooting guide.

Special Actions

Special Actions with an enabled controller-disconnect shortcut

Special Actions trigger behaviour from a button combination: macros, program launches, profile shifts and Bluetooth disconnects are examples.

Choose New Action, give it a descriptive name, select its trigger combination and configure the action. Then check its Enabled box for this profile. Select a row to Edit Action or Remove Action; use Export actions to share or back up an export. Save the profile after changing its enabled actions.

For example, a Bluetooth disconnect action can use PS + Options so an ordinary game button does not disconnect the controller accidentally. Test combinations for conflicts with your game. Read any Trigger Lab protection notice before combining actions that also control triggers.

Controller Readings

Use the live cards to check battery, observed physical report interval, sticks, triggers, motion sensors and the first touchpad contact.

  • Input is the physical reading; Output is the profile-mapped value.
  • Blue plot markers represent input, gray markers output, and red areas show dead zones or drift.
  • Sensor bars are read-only. Change response settings in Axis Config or Gyro.
  • The observed report interval is not end-to-end game latency.

For stick drift, first leave the stick untouched and inspect Input, then compare Output after changing its dead zone. Choose the readout controller under Advanced → Input when editing with multiple connected devices.

Axis Config

Axis Config with left-stick settings and live controller readings

Choose Left stick, Right stick, Triggers or Motion axes. Begin with the normal output mode before tuning response.

Enable Show controller readings to compare live Input/Output while adjusting axes. In wide windows the readings sit to the left of the controls; in narrow windows they stack below them. Both regions scroll independently. Turning it off restores the full settings width. The separate Controller Readings page remains available; the dock uses the same live view and calibration markers.

Setting group What to adjust
Dead zones Suppress unwanted movement around centre; choose the available radial/axial controls for your use case
Max zone and max output Control where full input is reached and the output ceiling
Anti-dead zone Add initial output to overcome a game's own dead zone; too much can cause a jump near centre
Response shaping Sensitivity, vertical scale, output curves and custom curves
Stick behaviour Rotation, square-stick shaping, fuzz and anti-snapback
Outer-stick actions Bind an action near the edge and adjust its activation threshold/inversion
Calibration Inspect offsets and use automatic recalibration with the stick at rest
Delta acceleration Optional response to changes in stick movement; tune only after the basic response works
Flick stick Configure turn calibration, threshold and timing for a mouse-look game

Change one setting at a time and compare Controller Readings. A large dead zone can hide drift but also remove useful small movements. Trigger and motion-axis pages have their own response controls; changing a stick does not tune them. Follow Flick stick calibration for the in-game 360° test instead of guessing a calibration value.

Lightbar

Choose Output Mode first. In normal mode, use Profile colors to adjust RGB and optionally Color by Battery %. Battery alert selects a threshold, flash/pulse pattern and alert color. Charging controls behaviour while charging. Rainbow and brightness controls the cycle and maximum light level, including the always-rainbow option.

Passthrough uses game-provided lighting with a compatible output/game. A controller without the relevant lightbar hardware cannot reproduce that effect.

DualSense indicator LEDs

Indicator LEDs controls the five white player lights below the touchpad and the orange microphone light on DualSense/Edge. White-light choices include Off, Player 1-4 patterns, All five lights and Battery level. The microphone light can be Off, On or Pulse. These are profile settings, saved with Apply/Save.

Lightbar output mode Indicator selection Behaviour
Normal Device settings Keep the existing controller-specific policy; the microphone light defaults to Off.
Passthru Device settings Follow the latest game/application indicator request, using device settings until a request arrives.
Either A specific choice Override the application's indicator with the selected profile value.

In Passthru, returning from Off to Device settings restores the latest remembered application request without requiring it to be sent again. Player-light release commands return control to the device policy. Existing microphone mute indication and explicit DSX commands take priority. Changing the orange light does not mute the microphone.

Reapply indicators applies the current editor selections without changing profiles. It sends a fresh update even when Off was already selected. Close a competing lighting application first when clearing lights it left on; an active writer can send another command. Use Apply/Save to persist the selections.

Touchpad

Output mode Purpose
Mouse Relative pointer movement, taps, scrolling and optional trackball behaviour
Controls Map touch regions/gestures to actions
Mouse joystick Translate touch motion into stick-style output
Absolute mouse Position the pointer using the touch surface
Passthrough Let a compatible game use virtual-controller touch data

For a desktop mouse, start with Slide and moderate sensitivity. Add Tap, Scroll, Double Tap or Lower Right as RMB only if needed. Rotation changes movement direction; minimum threshold and jitter compensation help with unwanted motion. Trackball adds continued movement after a swipe, controlled by friction.

Review Passthru Click Action (DS4 mode) separately from pointer movement. If Start with Slide/Scroll Off is enabled, enable movement through your chosen touchpad toggle before expecting a response. Absolute mouse display selection is in Settings → Advanced; profile-specific options are under Advanced → Input.

Gyro

Choose whether motion drives controls, a mouse, stick-style aiming, steering or passthrough. Then configure the selected mode's activation buttons, toggle/hold behaviour and condition. Activating a mode and choosing its activation condition are separate steps.

For motion mouse aiming, start with a simple activation condition, test direction and sensitivity, then add smoothing if needed. For steering, choose the output axis and range and use Calibrate. Gyro Calibration is separate from stick calibration: keep the controller still while following the calibration prompts.

Use Nintendo Options for motion lock, steady/slow aiming buttons and dual Joy-Con motion-source choices. Those helpers do not enable ordinary mouse/stick aiming by themselves.

Stick-based gyro activation

Under Gyro > Stick-based gyro activation, choose a mode, stick and movement threshold, then Apply or Save:

Mode Stick near centre Stick beyond the threshold
Off Existing gyro behaviour Existing gyro behaviour
Enable while stick is moving Gyro paused Gyro allowed
Pause while stick is moving Gyro allowed Gyro paused

Select Left stick, Right stick or Either stick. Moving means held away from centre, not repeatedly wiggling it; L3/R3 clicks alone do not count. Either stays in the moving state until both sticks return near centre. The default threshold is 15% of calibrated travel, independent of output dead zones; it switches back below 13% to avoid rapid changes near the boundary. The threshold can be set from 1% to 95%, with a two-percentage-point release gap.

For mapped aiming, the stick condition combines with existing activation buttons; it does not bypass them. The condition also gates angular velocity sent to virtual DS4, DualSense/Edge and Switch 2 outputs. Accelerometer/gravity data, ordinary buttons/sticks and UDP/DSU motion remain active. A game's accelerometer tilt can therefore still respond while gyro is paused. Older profiles default to Off.

For a quick native-motion check, use DualSense emulation and Gyro output: Passthru, select the virtual controller in a compatible tester, and watch its Gyroscope values while rotating with the stick centred/deflected. This is separate from Lightbar Passthru. Check mapped mouse/stick aiming separately if you use it.

Advanced

Category Purpose
Output Virtual controller type, disabling virtual output, DS4 trigger output and optional Game Bar compatibility
Feedback Game-to-controller feedback, rumble strength/auto-stop, motor tests, impulse-trigger translation and DualSense conversion
Audio Controller speaker/headset routing, microphone processing and mute-button behaviour
Input Mouse mapping sensitivity/acceleration, touchpad toggle, debouncing, absolute mouse options and live readout selection
Connection Idle Bluetooth disconnect, DS4 Bluetooth polling preference and launching a program with the profile

Hardware-specific controls follow the physical controller. Send game feedback to physical controller enables the return path for supported game effects; turning it off can remove rumble, haptics, triggers and game lighting. Reconnect after changing this option as directed by its description.

Xbox impulse-trigger translation is separate from Trigger Lab. On DualSense/Edge, the adaptive-trigger option chooses resistance/vibration output instead of body rumble where supported. It cannot add adaptive hardware to other controllers.

See Controller audio and Game Bar/integrations for setup. Audio Haptics and Trigger Lab also have dedicated editor pages; their source/effect controls are explained in the Audio Haptics and Trigger Lab sections of the user guide.