How to Emulate an Xbox Controller with Arduino (XInput) - Parts Not Included (2023)

In my opinion, one of the more novel things you can do with an Arduino is put it to use as a custom game controller for your favorite games. Whether you’re retrofitting a Nerf gun, converting a rhythm controller to play an FPS game, or playing PUBG with a frying pan – using an Arduino makes it quick and easy to build your own custom controller.

In this tutorial, I’m going to show you how to program your own Arduino to emulate an Xbox controller using the ArduinoXInput library.

Getting Started

Hardware

The first thing you’ll need is an Arduino-compatible microcontroller that has native USB support. Supported boards include:

Using a Leonardo or 5V Pro Micro is my usual suggestion, although if you need a little more ‘oomph’ you can pick up a Teensy LC or Teensy 3.2. This is not a complete list however! Check the supported boards list in the library repository to see if your board is compatible.

Note that the Arduino Uno, Nano, and Mega are missing from this list. Those three boards do not have native USB support andwill not work for this. You will need to buy another microcontroller. Sorry Charlie 🙁

Software

The next thing you’ll need is the software to make this work. There are two separate but related pieces: the boards package that contains the USB descriptors for the XInput controller, and the library that makes it easy to interact with.

Boards Package

First, you’ll need a copy of the XInput boards package for your specific microcontroller. Because of the way this XInput emulation works it’s not possible to include the USB descriptors with the library – it requires modifying the Arduino core files which means installing some purpose-built boards files.

As of this writing, there are three boards packages available:

You need to download the one(s) required for your microcontroller and install them by copying the relevant files to your Arduino installation’s ‘hardware’ folder. Make sure you have the latest version of the Arduino IDE to avoid any issues.

After you have installed the new boards packages, restart your IDE and you should see the new boards available in the ‘Tools’ menu. The AVR boards will have “w / XInput” in their name.

How to Emulate an Xbox Controller with Arduino (XInput) - Parts Not Included (1)

XInput AVR boards, properly installed and available in the IDE

(Video) How to create your own Xbox 360 USB PC controller with Arduino Xinput Library

XInput Library

Next, you’ll need a copy of the ArduinoXInput library. You can install this like any other Arduino library – download the latest release as a .zip file and use the IDE’s library manager to install it ( Sketch -> Include Library -> Add .ZIP Library ).

Upload Instructions

A word of warning: as a consequence of using the USB layout of an XInput device, the programmer auto-reset will no longer work. Don’t worry, you can still use the bootloader to program the board! You will just have to reset it by hand when uploading. (This section does not apply if you’re using a Teensy 3 board or a dedicated programmer.)

To do this you need to know where the ‘reset’ button is on your Arduino. If your board does not have a ‘reset’ button, you can wire your own by momentarily connecting the ‘reset’ pin to ground.

To upload a new sketch, connect the board to your computer using a USB cable, and make sure you have the proper board selected in the IDE’s ‘boards’ menu (with or without XInput). If the board already has an XInput sketch on it, you do notneed to select a serial port. You should also turn on ‘verbose output’ for uploading in the Arduino IDE’s preferences (File -> Preferences). This makes it easier to time the manual reset and see if the upload succeeded.

To upload to the board:

  • Press the ‘Upload’ button in the IDE
  • Wait until the status bar says “Uploading…”
  • Press the reset button twice, quickly

If you did these steps properly, the board should reset to the bootloader and the upload should begin. AVRDUDE will do its thing and you should seeavrdude done. Thank you. near the bottom of the output window. Note that the IDE may say that it “Couldn’t find a Board on the selected port” even if the upload succeeded. This is why it’s important to turn on the verbose uploading output – look for theavrdudemessage.

Donotupload XInput sketches to your Arduino unless you know how to reset it!Otherwise you will not be able to program it anymore and you’ll have toreflash the bootloader with an external programmer. You’ve been warned…

Hello World

Now it’s time to put this baby to the test. In the IDE’s menu, go to File -> Examples -> XInput and load the “Blink” example. Here’s what it looks like:

#include <XInput.h>void setup() {XInput.begin();}void loop() {XInput.press(BUTTON_A);delay(1000);XInput.release(BUTTON_A);delay(1000);}

The example will press and then release the controller’s “A” button every two seconds. It’s a good way to test that the XInput emulation is working properly.

Double check that you have the correct board selected in the “Tools” menu and that you’re using the “w/ XInput” version. Upload the sketch to the board, making sure you follow the uploading instructions above.

On Windows you can test the output by using either the joystick control panel (Run: joy.cpl) or, preferably, a more detailed interface like HTML5 Gamepad Tester. You should see the “A” button (#1) steadily blinking on and off. Success!

Using the Library

“Blinking” buttons is fun, but we’re just scratching the surface with what’s possible.The library gives you access to the following controls available on the Xbox 360 controller:

  • 10 + 1 Digital Buttons
  • 2 Analog Joysticks (16 bit)
  • 2 Analog Triggers (8 bit)
  • 1 Four-Way Directional Pad (D-Pad)

In addition to these, you can also read the state of the virtual rumble motors (big and small), and even get the pattern that is running on the LED ring. Let’s jump in!

(Video) Arduino UnoJoy gamepad (Windows, XBox emulation)

Setup

To set up the library, you need to include the library header and then call XInput.begin() once in the setup function:

#include <XInput.h>void setup() {XInput.begin();}

The USB data is automatically handled by the library, although you can choose to handle the output yourself if you want to update a bunch of controls at once:

#include <XInput.h>void setup() {XInput.setAutoSend(false); // disable automatic outputXInput.begin();}void loop() {... // Update control surfaces hereXInput.send(); // send data over USB}

Digital Inputs

Buttons

There are three functions for dealing with the buttons: press(), release(), and setButton():

XInput.press(BUTTON_A); // press 'A'XInput.release(BUTTON_B); // release 'B'boolean yState = digitalRead(ButtonPin);XInput.setButton(BUTTON_X, yState); // press X conditionally

There are ten buttons on the controller, plus the center ‘Xbox’ button. Here is the list:

BUTTON_LOGOBUTTON_ABUTTON_BBUTTON_XBUTTON_YBUTTON_LBBUTTON_RBBUTTON_BACKBUTTON_STARTBUTTON_L3BUTTON_R3

Pass these values into the button functions above to ‘press’ or ‘release’ the respective buttons.

Directional Pad (D-Pad)

The directional pad inputs function the same as buttons, and you can use the button functions (above) to manipulate them with the following names:

DPAD_UPDPAD_DOWNDPAD_LEFTDPAD_RIGHT

You can also use the setDpad() function to set all four of these at once. The function takes four boolean values, one for each direction: up, down, left, and right:

// Sample DPAD statesboolean upPad = true;boolean downPad = false;boolean leftPad = false;boolean rightPad = true;XInput.setDpad(upPad, downPad, leftPad, rightPad);

For use with fighting games, this function also includes a simultaneous opposite cardinal directions (SOCD) cleaner to avoid erroneous states (up and down is up, left and right is neutral).

Analog Inputs

Joysticks

There are two joysticks: JOY_LEFT and JOY_RIGHT. Both of these have two axes (XY) and use 16-bit signed values (-32768 is min, 32767 is max, and 0 is centered). The north-east corner of the joystick is positive for both axes.

To set the joystick value, call the setJoystick() function. The first argument is the joystick ID, the second is the ‘x’ position, and the third is the ‘y’ position:

// Center the left joystickXInput.setJoystick(JOY_LEFT, 0, 0);// Push the right joystick all the way to the right// and slightly downXInput.setJoystick(JOY_RIGHT, 32767, -2000);

As of version 1.1.0 there is also a function to set the joystick using four digital inputs (like a direction pad), for use with arcade joysticks that use micro switches instead of potentiometers:

// Sample arcade joystick inputsboolean stickUp = false;boolean stickDown = true;boolean stickLeft = false;boolean stickRight = true;XInput.setJoystick(JOY_LEFT, stickUp, stickDown, stickLeft, stickRight);

Version 1.2.0 also adds functions to manipulate the joystick axes separately, in case you’re mapping independent potentiometers(e.g. for a racing wheel) or other types of inputs. Prior to this, you would have to pass the ‘center’ value for the pre-scaled joystick range for the other axis:

// Move the left joystick's X axis to centerXInput.setJoystickX(JOY_LEFT, 0);// Move the right joystick's Y axis to full 'up'XInput.setJoystickY(JOY_RIGHT, 32767);

Version 1.2.4 makes it possible to invert a joystick axis when setting its value. To do this, pass a third argument to invert the value (‘true’ to invert, ‘false’ otherwise). Bear in mind this only works with the single-axis (X/Y) function, not the function to set both at once:

(Video) build a DirectInput-Joystick to Xbox360-controller hardware-adapter, GTA DInput to XInput, no x360ce

// Set the Y axis 'up' (not inverted)XInput.setJoystickY(JOY_LEFT, 32767, false);// Set the Y axis 'down' (inverted)XInput.setJoystickY(JOY_LEFT, 32767, true);

Triggers

There are two triggers: TRIGGER_LEFT and TRIGGER_RIGHT. These use 8-bit unsigned values (0 is min, 255 is max) where the trigger is normally ‘off’ at 0. You can set the values for these by calling the setTrigger() function:

// Set the left trigger to halfway pressedXInput.setTrigger(TRIGGER_LEFT, 127);// Set the right trigger to maxXInput.setTrigger(TRIGGER_RIGHT, 255);// Release the right triggerXInput.setTrigger(TRIGGER_RIGHT, 0);

You can also use button functions (press(), release(), etc.) to manipulate the analog triggers as if they were digital buttons. This will ignore the range and just set them to their min / max values.

Range Rescaling

The library provides built-in range rescaling options for both the joysticks and the triggers! This means you can set an input range for the functions and pass the raw values to the library without having to rescale them beforehand. For example, you could set an input range of 0 – 1023 to use a value from analogRead(), or set a range of 48 – 57 to use an ASCII number value from ‘0’ through ‘9’.

// Set left / right ranges togetherXInput.setTriggerRange(4, 26); // for Wii Classic ControllerXInput.setJoystickRange(0, 1023); // using analogRead (10-bit ADC)// Set one range individuallyXInput.setRange(JOY_LEFT, -1, 1); // -1 min, 0 middle, 1 max

This rescaling is entirely optional. If you don’t set a custom range, the functions will use their output ranges by default (16-bit signed for the joysticks, 8-bit unsigned for the triggers). Values outside of the output range will be clipped to the min/max values, so you don’t have to worry about overflow.

Debug Mode

I know this can get confusing and it can be difficult to keep track of what’s going on without being able to print over serial, so the library comes with a ‘debug mode’! Just set your USB-capable board to the non-XInputversion and the library will print a nicely formatted output of all of the control states for you, instead of acting like an Xbox controller:

How to Emulate an Xbox Controller with Arduino (XInput) - Parts Not Included (2)

Rumble Motors and LED Patterns

The library also gives you access to the XInput data the Arduino receives. Namely, the state of the gamepad’s two rumble motors and the pattern playing on the LED ring.

There are two rumble motors: a ‘big’ one in the left grip and a ‘small’ one in the right grip. These are stored as 8-bit unsigned integers (0 – 255), where the normal state is ‘0’ for off. There are functions for getting these values separately, or combined into a single packed 16-bit value:

uint8_t bigRumble = XInput.getRumbleLeft();uint8_t smallRumble = XInput.getRumbleRight();uint16_t bothRumble = XInput.getRumble();

The LED patterns work similarly. The pattern IDs can be retrieved by calling the getLEDPattern() function:

XInputLEDPattern currentPattern = XInput.getLEDPattern(); // using enum uint8_t patternID = (uint8_t) XInput.getLEDPattern(); // using unsigned int

You can find an enumeration of the available LED patterns in the library’s header file. This library does not handle the LED animations themselves. For that you can use the Xbox 360 Controller LEDs library. For more information on the LED animations, see this blog post.

If you want to deal with these values as they come in, check out the ReceiveCallback example.

Example:Rocket LeagueController

Now that you know the basics of using the library, let’s build a simple example to put it into practice! In this case, a barebones controller forRocket League.

Wiring

I’m going to be using some basic components that you should have on hand. You’ll need a breadboard, two tactile push-buttons switches, a 10K potentiometer or joystick, and an XInput-capable Arduino (I’m using an Arduino Leonardo). You’ll also need a few wires to connect everything together.

(Video) XInput Emulator Remote - VirtualBox

Both switches are going to be wired using the Arduino’s internal pull-ups. One pin of the button should connect to a digital IO pin and the other pin of the button should connect to ground. I’m using pins 2 and 3, but you can use whatever pins you like. The potentiometer should have pin 1 connect to 5V, pin 2 connect to an analog pin (I’m using A0), and pin 3 connect to ground. Here’s a Fritzing diagram of the completed circuit:

Programming

Now it’s time to connect these hardware inputs to the XInput outputs! There are a myriad of controls in Rocket League, but for now we’ll just focus on three:

  • Turning – Left Joystick X Axis
  • Moving Forward – Right Trigger
  • Jumping – Button ‘A’

At the top of the sketch, we’ll start by including the library and then defining some constants for our pins:

#include <XInput.h>// Input Pinsconst uint8_t Pin_Joystick = A0; // Turn left/rightconst uint8_t Pin_ButtonA = 2; // Jumpconst uint8_t Pin_TriggerR = 3; // Accelerate// Output Pinsconst uint8_t Pin_LED = LED_BUILTIN;// Analog Input Rangeconst int AnalogRead_Max = 1023; // 10-bit ADC

Next up is the setup() function. Here we’ll initialize the pins we’re using, set the input range for the joystick (potentiometer), and ‘begin’ the library:

void setup() {// Set input pin modespinMode(Pin_ButtonA, INPUT_PULLUP);pinMode(Pin_TriggerR, INPUT_PULLUP);// Set output pin modepinMode(Pin_LED, OUTPUT);digitalWrite(Pin_LED, LOW); // Turn 'off'// Setup libraryXInput.setRange(JOY_LEFT, 0, AnalogRead_Max);XInput.begin();}

Then in the loop() function we’ll add the bits we want to run continuously. First we’ll read the pin states using the built-in digitalRead and analogRead functions and then assign those values to the XInput controls, which are automatically sent to the PC:

void loop() {// Read pin statesboolean pressA = !digitalRead(Pin_ButtonA);boolean pressTrigger = !digitalRead(Pin_TriggerR);int joystickValue = analogRead(Pin_Joystick); // Set button and trigger statesXInput.setButton(BUTTON_A, pressA);XInput.setButton(TRIGGER_RIGHT, pressTrigger);XInput.setJoystick(JOY_LEFT, joystickValue, AnalogRead_Max / 2); // move x, leave y centered...

Note that the digital read functions have a not operator (‘!’) to invert the output because we’re using the pull-up resistors, so ‘LOW’ is ‘pressed’. You can also see that I’m treating the trigger like a digital output by using the setButton function instead of the typical setTrigger function that takes an analog value. The potentiometer value is written to the joystick ‘x’ axis, and the ‘y’ axis is centered based on the constant we set at the top of the code.

Lastly, we’ll check whether the Arduino has received any commands to turn on the rumble motors. If the motors are supposed to be rumbling, we’ll turn on the built-in LED. Otherwise, we’ll turn off the LED:

...// Get rumble valueuint16_t rumble = XInput.getRumble();// If controller is rumbling, turn on LEDif (rumble > 0) {digitalWrite(Pin_LED, HIGH);}else {digitalWrite(Pin_LED, LOW);}}

And that’s it! Just 50 lines of code and we’re up and running. Here’s the sketch in full:

/* * Project Rocket League XInput Demo * @author David Madison * @link partsnotincluded.com/tutorials/how-to-emulate-an-xbox-controller-with-arduino-xinput * @license MIT - Copyright (c) 2019 David Madison * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */#include <XInput.h>// Input Pinsconst uint8_t Pin_Joystick = A0; // Turn left/rightconst uint8_t Pin_ButtonA = 2; // Jumpconst uint8_t Pin_TriggerR = 3; // Accelerate// Output Pinsconst uint8_t Pin_LED = LED_BUILTIN;// Analog Input Rangeconst int AnalogRead_Max = 1023; // 10-bit ADCvoid setup() {// Set input pin modespinMode(Pin_ButtonA, INPUT_PULLUP);pinMode(Pin_TriggerR, INPUT_PULLUP);// Set output pin modepinMode(Pin_LED, OUTPUT);digitalWrite(Pin_LED, LOW); // Turn 'off'// Setup libraryXInput.setRange(JOY_LEFT, 0, AnalogRead_Max);XInput.begin();}void loop() {// Read pin statesboolean pressA = !digitalRead(Pin_ButtonA);boolean pressTrigger = !digitalRead(Pin_TriggerR);int joystickValue = analogRead(Pin_Joystick); // Set button and trigger statesXInput.setButton(BUTTON_A, pressA);XInput.setButton(TRIGGER_RIGHT, pressTrigger);XInput.setJoystick(JOY_LEFT, joystickValue, AnalogRead_Max / 2); // move x, leave y centered// Get rumble valueuint16_t rumble = XInput.getRumble();// If controller is rumbling, turn on LEDif (rumble > 0) {digitalWrite(Pin_LED, HIGH);}else {digitalWrite(Pin_LED, LOW);}}

Soccar!

Time to take this baby for a spin! Upload the sketch, boot up the game, and head into Free Play (Training) to try it out!

Tweaking

It’s time to practice what you’ve learned! Try to make some changes to the Rocket League controller sketch. Here are some ideas to get you started:

  • Change the ‘jump’ button (A) to ‘boost’ (B)
  • Make the turning more responsive (narrow the range)
  • Turn off the ball-cam (Y) whenever the controller rumbles

If you have the extra hardware, try replacing the potentiometer with a two-axis thumbstick or add a few extra buttons for the missing controls.

Further Reading

That should give you a good overview of how to use the ArduinoXInput library to emulate an Xbox controller. For further reading, check out some of the library’s built-in examples. You can find them either through the IDE by going to File -> Examples -> XInput, or in the library’s repository on GitHub.

(Video) add XInput to Logitech MOMO FF DInput wheel, GTA, DirectInput, Arduino USB Host Shield, no x360ce

This library opens up so many possibilities. Let me know what you create!

FAQs

Is Xbox controller an XInput? ›

XInput is an API that allows applications to receive input from the Xbox Controller for Windows.

Which is better XInput or DirectInput? ›

Advantages of DirectInput over XInput: XInput supports only controllers that work with the Microsoft Xbox console. XInput supports a maximum of four controllers at a time. DirectInput has no such limit.

Can you control Arduino with Xbox controller? ›

If you have an HC-05 module, you can connect it directly to Arduino RX and TX pins, if you wanna try it without wires. Now you can compile the C++ code in Visual Studio, start your XBox controller, launch the program on your PC and see how LEDs(or motors) change their behavior with movement of the thumbstick!

What is XInput compatible controller? ›

Here is a short list of popular controllers which support Xinput: Xbox 360 Controller. Logitech F310 Gamepad. Logitech F710 Gamepad. Sony Dualshock 3.

How do I change my Xbox controller to XInput? ›

Press Win+S and type device manager to open device manager.
  1. Locate Human Interface Devices options.
  2. select Bluetooth LE XINPUT compatible input device.
  3. Right click Properties option and go to the driver tab.
  4. Select update driver and choose browse my computer for drivers.
  5. Click let me pick from a list.

How do I enable XInput hook? ›

Go to Options -> Mouse. Set Raw mouse input to yes. Set Joystick to enabled if you are using a controller. (If you are using a controller, make sure to also enable Hook XInput in Universal Split Screen).

Is Steam controller XInput? ›

The Steam controller uses XInput to send commands to your computer. When you're using multiple controllers, some games may try to prioritize some over others depending on their input style, DirectInput or XInput. Please note: Windows restricts XInput devices to a four device maximum.

Is PS4 controller XInput? ›

The DualShock 4 doesn't send XInput commands, so a wrapper is needed to translate its inputs into something your PC can deal with easier. There are two good options: DS4Windows and Steam's controller compatibility settings.

Is ps5 controller XInput? ›

DualSense isn't recognized through XInput because it's not an XInput compatible game controller. XInput is a legacy interface for Xbox 360 and Xbox One controllers and isn't compatible with HID gamepads.

Can you connect a controller to an Arduino? ›

For example, you can control your Arduino robot with your own USB based joystick gamepad. We can connect any USB slave device easily with an Arduino microcontroller such as a USB mouse, USB keyboard, USB printer, USB mass storage, and more.

What is UnoJoy? ›

UnoJoy is a combination of a library for Arduino and a special firmware file for the communication chip on the Arduino.

What is the difference between XInput and Dinput? ›

What Are the Differences Between XInput and DirectInput? XInput is newer, so it's easier to use and is generally found in a wider range of modern gamepads. In comparison, DirectInput is a much older API, so old that it's considered a legacy API by Microsoft.

How do you change Dinput to XInput? ›

To change input mode to xinput, hold the Start button down for about 5 seconds. dinput shows as a USB Gamepad; xinput shows as a X-Box Controller. If you reboot the computer or disconnect the controller, it'll be in dinput when you plug it back in.

Is a PS3 controller XInput? ›

Press Pair to pair your PS3 controller with the Bluetooth dongle. Now you're ready to game using your PS3 controller as Xinput! You can connect up to a total of four PS3 controllers by repeating this step, or follow the next optional steps and it will auto-pair PS3 controllers hooked up through USB.

Does Windows 10 come with Xinput? ›

XInput 1.4: XInput 1.4 ships as part of Windows 10.

How do I use XJoy? ›

Usage
  1. Pair each of your Joy-Cons with Windows (hold down the button on the side to put into pairing mode, then go to add bluetooth device in Windows)
  2. Ensure that both Joy-Cons show as "Connected" in your bluetooth devices page.
  3. Run XJoy.exe.
  4. Start playing games with your Joy-Cons.

How do I turn off Xinput? ›

Simply open the Settings and have a look at the "Gamepad Mode" setting. Selecting "Legacy Controller" will give you just the DirectInput / HID Gamepad controller interface, choosing "No Gamepad" will remove any controller emulation, which should prevent any conflicts with games or other controllers.

What is xinput hook? ›

X1nput is a Xinput hook that emulates Impulse Triggers on the Xbox One controller by sending HID requests to the controller. There's no way for the game to know whether the controller supports impulse triggers using Xinput API, so this DLL just converts normal vibrations to trigger vibrations.

Where is xinput? ›

xinput is a utility to configure and test X input devices, such as mouses, keyboards, and touchpads. It is found in the xorg-xinput package.

How do you use 360xe? ›

i. Select all files in your x360ce folder and copy them.
...
  1. Copy and paste x360ce.exe (the appropriate version, see below) in the game executable's folder.
  2. Run as admin.
  3. Plug in your controller.
  4. Create the dll file that the warning suggests.
  5. Search the internet automatically for settings. ...
  6. Go to game settings.
3 Mar 2017

Is ps4 controller XInput? ›

The DualShock 4 doesn't send XInput commands, so a wrapper is needed to translate its inputs into something your PC can deal with easier. There are two good options: DS4Windows and Steam's controller compatibility settings.

Is ps5 controller XInput? ›

DualSense isn't recognized through XInput because it's not an XInput compatible game controller. XInput is a legacy interface for Xbox 360 and Xbox One controllers and isn't compatible with HID gamepads.

What is XInput and D input in controller? ›

XInput is newer, so it's easier to use and is generally found in a wider range of modern gamepads. In comparison, DirectInput is a much older API, so old that it's considered a legacy API by Microsoft. Because of its age, DirectInput still manages to hold some advantages over Xinput.

Does Windows 10 come with XInput? ›

XInput 1.4: XInput 1.4 ships as part of Windows 10.

Can DS4 Windows emulate Xbox One controller? ›

On default settings DS4Windows is set to emulate Xbox controllers since most games support only this type. Though it's possible to change to DS4 emulation in the profile settings, KEEP IN MIND THAT MOST GAMES DO NOT DIRECTLY SUPPORT DS4 CONTROLLERS AND XBOX EMULATION IS REQUIRED!

How do I use an Xbox controller on my PC? ›

Right-click the Bluetooth icon in your system tray. Click "Add a Bluetooth Device." Click "Add Bluetooth or other Device" and select Bluetooth. Click "Xbox Wireless Controller." Wait until the Guide button is solid white, and the Bluetooth menu says the controller is connected.

What PC games use adaptive triggers? ›

Which PC games support DualSense features?
  • Assassin's Creed: Valhalla (haptic feedback and adaptive triggers)
  • Call of Duty: Black Ops Cold War (adaptive triggers only)
  • Call of Duty: Vanguard (haptic feedback and adaptive triggers)
  • Deathloop (haptic feedback and adaptive triggers)
21 Apr 2022

Will adaptive triggers work on PC? ›

To make matters worse, haptic feedback and adaptive triggers do not work on the PC for most games, so PC gamers are stuck with an inferior product.

How do I get adaptive triggers on my computer? ›

How To Get Adaptive Triggers On PC For PS5 DualSense Controller with ...

How do you change Dinput to XInput? ›

To change input mode to xinput, hold the Start button down for about 5 seconds. dinput shows as a USB Gamepad; xinput shows as a X-Box Controller. If you reboot the computer or disconnect the controller, it'll be in dinput when you plug it back in.

Is Steam controller XInput? ›

The Steam controller uses XInput to send commands to your computer. When you're using multiple controllers, some games may try to prioritize some over others depending on their input style, DirectInput or XInput. Please note: Windows restricts XInput devices to a four device maximum.

Does Android use XInput Dinput? ›

Since it's part of Windows' (or PC's) standard control API, most Android devices supports it natively. That's why your controller works in DInput mode but not XInput.

Where is XInput? ›

xinput is a utility to configure and test X input devices, such as mouses, keyboards, and touchpads. It is found in the xorg-xinput package.

Is PS3 controller XInput? ›

Using your Playstation 3 controller on PC

Now that it's installed, the Dualshock 3 should behave like an Xbox 360 controller. Any game with native XInput support—pretty much any modern PC game that supports gamepads—should recognize it without a hitch.

How do I use XInput in Python? ›

To use this feature, extend the EventHandler to create one or multiple handlers and add them to the thread. The library will automatically check the status of the gamepad and use the appropriate callback for the triggering event. It is also possible to filter the inputs for every single handler.

Videos

1. Wireless ( NRF24) Joystick over GamePad - used in EstlCam with Arduino - XInput
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2. make an xbox360 controller with a psMove wheel, a headtracker, 2x Arduinos, and 2x USB Host Shields
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3. Coding a custom game controller with Arduino (Pt 1: Sending Keypresses/Clicks)
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4. USB AVR XINPUT GAMEPAD
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5. ARDUINO CONTROLLED GAMEPAD FOR PC (wired)
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6. [ENG Sub]Hacking Xbox controller with Arduino | Arduino project
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