Any input.
Any controller.

PadForge sits between your hardware and the game, and shows the game whatever controller it wants to see. Free. Open source. No paywall.

The PadForge dashboard: seven virtual controller slots, the input engine running at 1000 Hz, and the motion and web controller services
Softpedia Editor's Pick Editor's Pick. Rated 5/5.
231 device profiles
Open source. No telemetry.
Powered by HIDMaestro

What it does

There are remappers.
And there is PadForge.

One app between every device you own and every game that only speaks one language. No subscription, no device tier, no feature held back for a paid build.

See every capability
Sixteen virtual controllersXbox, PlayStation, Nintendo, Steam, VR, MIDI, keyboard and mouse
1000 Hz input enginePoll rate the games never see coming
Native wheel force feedbackLogitech, Fanatec and Thrustmaster, in the wheel's own protocol
Gyro at Steam Input parityFlick stick, dual threshold smoothing, real-world calibration
Macros with action sequencesRecord, branch on conditions, fine-tune the timing on screen
Adaptive triggers and lightbarDualSense effects in games that never shipped them
Your phone as a controllerA browser on the Wi-Fi, sixteen of them at once, nothing to install. A pad paired to the phone, or a handheld's own controls, forwarded too
Remote Link across PCsA controller on one machine, driving a game on another
Audio through the controllerSpeaker output, bass shakers, and rumble driven from the game's sound
231 device profilesWheels, pedals, HOTAS, flight sticks, arcade sticks and gamepads
Shift layers and SOCDOne physical button carrying four jobs, cleanly
Per-app profilesSwitched automatically when the game takes focus
Your voice as a buttonRegistered phrases fire macros, recognized offline
Anything with an axis is a sourcePlayStation Move, SpaceMouse pucks, VR controllers, wheels, HOTAS
Steam Deck and Steam ControllerValve's own USB identity, with both trackpads mapped
Your head as six axesOpenTrack or FreeTrack, bound like a stick
Buttons your handheld hidesPress a rear paddle once and PadForge learns it
Room lights that follow the padRazer Chroma and Logitech LIGHTSYNC take the color the game writes

MAP

Any source to any output, in one table you can actually read.

Finishes

It looks like your controller.
Because it is yours.

PadForge draws the real thing, down to the finish. Pick yours and the preview, the button map and the annotations all follow it.

PadForge showing the Spider-Man 2 finish PadForge showing the Cosmic Red finish PadForge showing the Deep Earth Cobalt finish PadForge showing the Nova Pink finish PadForge showing the Deep Earth Volcanic finish PadForge showing the Gray Camouflage finish PadForge showing the Final Fantasy XVI finish PadForge showing the Starfield finish PadForge showing the Stellar Shift finish PadForge showing the Velocity Green finish PadForge showing the Porsche 75th finish PadForge showing the Halo Infinite finish PadForge showing the Remix finish
Spider-Man 2
DualSense

Every control

Nothing on it is fixed.

Every stick, trigger, pad and light is a surface PadForge can read, reshape, or drive. Walk the hardware.

DualSense controller diagram
Deadzone, curve, responseSticks
Analog all the way downTriggers
A trackpad, or a D-padTouchpad
Any button, any targetFace buttons
Fourteen lighting modesLightbar
Motion, haptics, and a speakerInside the shell
16
Virtual controllers at once
711
Devices known by name
231
Device profiles
1000Hz
Polling, sub-ms jitter
$0
Forever, no paywall

Compatibility

Will it work with yours?

Type a controller, wheel, stick or adapter. It searches every device PadForge knows by name.

Not finding it? It very likely still works. Anything Windows reads as an input device can be mapped, so this list is where the names, the correct layout and the extra capabilities come from rather than the limit of what PadForge accepts. See the full list.

Buttons your handheld hides
Handheld gaming PCs and gaming laptops carry rear paddles, menu keys, and wheels that Windows never presents as part of a controller. Turn on Handheld PC Buttons in Settings, then press one when the Learn dialog asks for it. PadForge samples the idle state first, so a sensor byte that moves on its own can never be mistaken for a button. Then it watches the keyboard, every vendor HID report, and every system event for whatever your press changed. Name it and it binds like any other button. There is no table of models inside the app, so a handheld that ships tomorrow is learned the same way. One owner's learned set exports to a file that seeds every machine of that model. The same toggle adds the machine's own gyroscope as a motion device, for handhelds that keep the sensor in the tablet.
Charging over USB drops the Bluetooth link
A Bluetooth pad you plug in to charge keeps its radio link up, and the radio keeps drawing from the battery you are trying to fill. Tick Disconnect Bluetooth When Plugged In over USB on the device and PadForge drops that link the moment the pad reports it is charging, so the cable does the work. Any USB power source counts, a wall charger included. Turn the radio back on with the cable still in and PadForge leaves it alone until the next unplug. It covers any pad that reports its radio address as its serial. That takes in the DualSense, DualShock 4, DualShock 3, Switch 2, and Joy-Con pairs.

Remap

That game that won't read your wheel? It will now.

PadForge translates a DualSense into the Xbox pad a game expects. A G29 wheel into a gamepad. A HOTAS into whatever the flight sim insists on. The game never knows the difference.

One row, many devices
One mapping row can read from any number of physical inputs across any number of physical devices. Six combine modes, Stick Trim, plus a drag-and-drop custom formula editor. Cross-device chords so a button on the wheel and a button on the shifter trigger one virtual press. A per-row Primary Mode picks how that source behaves: Direct, Incremental, Invert On Hold, or Ramp. Ramp turns an Up key and a Down key into a smooth stick axis, with its own attack, release, and autocenter timing.
Turbo that follows how hard you press
A repeat action's rate can track an analog source, a trigger or a DualShock 3 pressure axis, so a light press repeats slowly and a full press repeats at the interval you set.
Trackball momentum
Flick a stick or a touchpad and the cursor keeps traveling, coasting to a stop. Momentum Glide sets how far it coasts on either surface, the touchpad adds fling controls for what a fast flick does, and moving the stick or touching the pad again catches it.
Shift layers
Each slot can carry extra mapping tables that turn on while a button, chord, or axis is held. Six activation modes: Hold, Toggle, Latch, Cycle, Sticky, and No Button. Cycle walks a queue of layers you choose, with a Previous button that can live on another device. Per-layer color and emoji icon. A Win11-style flyout confirms the active layer the moment it engages. An activator can be scoped to one layer, so a button that means nothing on the base layer becomes that layer's exit. A Switch Layer macro action jumps the slot straight to a layer by name.
Thirteen starter profiles
Pick one, assign any controller, and play. They cover a kind of game rather than a single title: Desktop, WASD and Mouse, Point and Click, Strategy, Isometric RPG, Twin-Stick, Media Remote, Hotbar, Fighting Games, Emulation, Racing, Space Sim, and Gyro Aim. They never name hardware, so one profile drives a DualSense, an Xbox pad, and a Switch Pro Controller the same way. Hotbar puts thirty-two abilities behind two triggers. Fighting Games ships tournament-legal SOCD cleaning on both axes.
Virtual VR controllers
One slot presents a left and a right hand to SteamVR, so a gamepad, a flight stick, a keyboard, or a phone over Wi-Fi can drive them. Every stick, trigger, grip and button is a mapping target, triggers and grips stay genuinely analog, and when a game buzzes a hand the pulse comes back out through the device in your hands. PadForge installs the SteamVR runtime itself if you do not have it, with no Steam account and no Steam client.
Steam Deck and Steam Controller, as virtual pads
An Extended slot can present the Steam Deck, the 2015 Steam Controller, or the 2026 one, carrying Valve's own USB identity down to the vendor and product strings. Steam and any SDL game read the real device and load its layout. Both trackpads come with it: Left and Right Pad X, Y, Touch and Click each get their own mapping row, and the grid names the controls the way Valve does instead of counting buttons. The two Steam Controller bodies in the 3D preview are meshed from Valve's own published CAD.
A virtual Switch Pro Controller
The Nintendo slot type creates a virtual Switch Pro Controller through HIDMaestro. Games and emulators that speak Switch see the real thing: the full button set, and gyro passed through from your physical pad.
Radial menus, with your own icons
A radial or grid menu hangs off a button, and its cells fire a key, a controller button, or one of the slot's macros by name. A macro cell is an extra trigger rather than a copy, so a While Held macro runs for as long as the cell is held and the macro's own layer scope still applies. Every cell is also a mapping source in its own right, which means a cell with no binding of its own can still drive a row elsewhere. Icons come from a .pficons package, a zip of images PadForge reads without ever unpacking it. Add one someone made, or build one from loose files. An exported profile carries the packages its menus use.
SOCD cleaning and mouse gestures
Press left and right together and something has to give. The Keyboard + Mouse controller cleans those opposing pairs across every key you map, and any slot can clean opposing virtual buttons the same way: last-wins (Snap Tap), first-wins, or neutral. Separately, hold any mouse button and flick the cursor: up, down, left, right, or a plain click while held, five gestures off one button, each firing its own action.
The mapping table: every virtual target bound to a physical source
Many sources, one target

FEEL

Force, resistance and sound, sent back to your hands.

Feel

Your wheel fights back.

Plug a Logitech, Fanatec, or Thrustmaster wheel into a slot and PadForge drives its force feedback in the wheel's own native protocol. Constant force, spring, damper, inertia, and friction, straight from the game.

The Force Feedback tab: constant force, spring, damper, inertia, and friction, driven in the wheel's own protocol
Constant, spring, damper, inertia, friction
5×
Force effects, native protocol
7×
Adaptive trigger modes
14×
Lightbar modes, six audio-driven
Trigger motors that feel the game
PadForge passes Xbox impulse trigger data straight to the assigned physical Xbox One, Elite, or Series pad. The same data routes to DualSense as Adaptive Trigger Vibration, so a DualSense playing Forza buzzes the triggers in step with an Xbox pad doing the same. Plus audio-bass-driven trigger rumble, a constant trigger force, and a Trigger Routing card that feeds the main rumble motor into the trigger motors with per-trigger source, scale, and activator settings.
Adaptive triggers and lightbar in any game
Seven adaptive trigger modes with a live preview that draws the resistance curve as you drag. Fourteen lightbar modes, six of them driven by your system audio (three Audio Pulse variants and three that follow the level). The DualSense lights and triggers light up in games that have never heard of a DualSense.
Sound through the controller speaker
The DualSense and DualShock 4 have a speaker built in, and PadForge can drive it. Mirror a Windows audio output to the pad, or send a slot's macro sounds straight to it. DualSense over USB or Bluetooth, DualShock 4 over Bluetooth. Pads with haptic actuators instead of a speaker, like a Joy-Con, Switch Pro, Steam Controller, or Steam Deck, play the same sounds as a vibrating tone, and a combined Joy-Con pair plays it through the coil the game drives. A Wii Remote plays them through its own speaker.

The DualSense and DualShock 4 get a processing chain of their own: bs2b crossfeed for the headset jack with the classic presets, Jan Meier, and a custom cutoff and feed, a graphic parametric EQ you drag into shape or load from an AutoEq profile for your exact headphones, and a limiter so a boosted band never clips the pad's encoder. Follow Headphone Jack switches the pad's output the moment you plug in, with or without a virtual DualSense on the slot.
Bass shakers and rumble-to-audio
Route a slot's rumble to any Windows audio device as a low-frequency channel, so a transducer under the seat moves with the game. Independent low and high motor routing, per-voice gain, and a carrier frequency from 20 to 120 Hz with a sweep to find where your shaker responds. The pad keeps its own rumble.
The rest of the desk follows the pad
When a game paints the lightbar on a virtual PlayStation controller, PadForge can send that same color out to your Razer Chroma devices and your Logitech LIGHTSYNC devices. Chroma goes through the local server Razer Synapse runs, and PadForge shows up in Synapse's Connect tab where you scope it to the devices you want. LIGHTSYNC calls the LED engine G HUB already registered on the machine, saves the lighting you had when it connects, and puts it back when it stops. PadForge ships no Razer or Logitech code for either one. Which controller is in your hands does not matter, because the color comes from the virtual pad the game is writing to.
Rumble on a Razer Sensa HD device
Sensa HD haptics sit in a headset, a mouse, or a chair rather than in the pad. PadForge streams the loudest of a slot's four rumble voices into the Interhaptics engine Razer ships, which renders it on gear like the Wolverine V3 line, the Kraken V4 Pro, and the Freyja. What crosses is amplitude, as one looping effect between 65 and 300 Hz, with no left and right split. It needs Razer Synapse 4 with Sensa HD Haptics, and the device's Haptic Source set to Sensa HD Games.
The 2026 Steam Controller's own haptics
A pad with haptic coils and no speaker normally gets a reduction. PadForge measures the loudest frequency in the sound each tick and plays that single tone, which lands beeps and cues and loses everything else. The 2026 Steam Controller does not need the reduction. Its four coils, two in the grips and two under the trackpads, take 8 kHz stereo audio over the pad's own reports, and PadForge streams the mix into them. A low-pass cutoff, 250 Hz by default, keeps the coils vibrating instead of audibly playing the sound, and you can raise it for sharper detail. Wired and over the dongle. A Bluetooth link falls back to the tone.
Which wheels, by name
Driven in the wheel's own protocol. Logitech G29, G923, G27, G25, Driving Force, Driving Force Pro, Driving Force GT, MOMO Force, MOMO Racing and WingMan Formula Force GP. Thrustmaster T300RS, T-GT II, T248, TX, TS-XW and TS-PC Racer. Fanatec CSL DD, GT DD Pro, CSL Elite, ClubSport V2 and V2.5, Podium DD1 and DD2, CSR Elite and the Porsche 911 GT3 RS. Rotation range, autocenter and the LED strip come with it on the wheels that have them, and Fanatec ClubSport V3, CSL Elite and CSL Loadcell pedals get their own rumble.

Recognized as wheels and mapped like one, with force feedback through the standard path: Logitech G920 and PRO Racing Wheel, Thrustmaster T500RS, Fanatec ClubSport V1, Moza R3, R5, R9, R12, R16 and R21, Simucube 1 and Simucube 2 Sport, Pro and Ultimate, Simagic M10, Alpha Mini, Alpha and Alpha U, Asetek Invicta, Forte, La Prima and Tony Kannan, Cammus C5 and C12, VRS DirectForce Pro, PXN VD6 and V900, the Xbox 360 Wireless Racing Wheel and OpenFFBoard builds.
Which flight gear, by name
Sticks: Thrustmaster HOTAS Warthog and T.16000M, Logitech Extreme 3D, Saitek Pro Flight X-56 Rhino, VIRPIL VPC MongoosT-50CM3 in both hands, VKB Gunfighter Mk.III Space Combat Edition in both hands, Turtle Beach VelocityOne Flightstick and the Yawman Arrow. Throttles: HOTAS Warthog, X-56 Rhino, VelocityOne and the VIRPIL VPC VMAX Prime.

Each is read as its own device, so a stick, a throttle and a set of pedals can feed one virtual controller at once, and a button on the throttle can chord with a button on the stick.

MOVE

The controller becomes the aim, the wheel, the pointer.

Motion

Aim with the controller, not the stick.

Gyro at Steam Input parity. Reference frames, dual-threshold smoothing, real-world calibration, and a cross-device Aim Engage button so a paddle on the wheel wakes the gyro on your handheld.

Hold a tilt, hold the stick
Gyro Tilt is a degree-ranged mode beside the usual rate mode: hold the controller at an angle and the virtual stick holds its deflection, the way Steam's Joystick Deflection behaves. Full Tilt Range sets the angle that reaches full deflection, and a Gyro Recenter action re-zeroes your resting grip. Yaw, turning the controller flat, is invisible to gravity and does not move it.
Turn your head to aim
Sony headphones that carry a head tracker become a motion source, confirmed on the WH-1000XM5 family. The whole gyro pipeline takes it: gyro-to-stick, gyro-to-mouse, aim engage, calibration, and the motion server. Discovery is by capability rather than a model list, so any headset exposing the same sensor collection is a candidate. It reports rotation, never position, and it pairs best with an engage button because head tracking that is always live is disorienting.
OpenTrack, as six axes
Turn on Head Tracking on the Dashboard and a Head Tracker device appears carrying six axes: yaw, pitch, roll, and the three translations. They bind anywhere an axis binds, with the same deadzone, curve, and inversion a stick gets, so head yaw can swing the camera while both thumbs stay on the buttons. PadForge reads OpenTrack's UDP output and the FreeTrack 2.0 shared memory at the same time, so a game already reading FreeTrack keeps its pose and PadForge sees the same one. Anything else that speaks either format can point straight at it. After a second with no pose the axes return to center, so a camera that loses your face never leaves a stick pinned.
How you are holding the Wii Remote
A Wii Remote aimed at the screen, turned sideways for the NES-style hold, or dropped into a Wii Wheel is one piece of hardware reporting three different worlds. Grip rotates the gyro, the accelerometer, and gravity together to match the hold: Pointing, Sideways Face Up, Wii Wheel Face Toward You, or Upright. It applies to your mappings and to the motion the virtual controller reports, and the D-pad follows the same frame, so Up is up in the hold you are actually using.
A shake as a source
Motion Shake reads how far the accelerometer's magnitude departs from one g, which means it answers to a shake and ignores a tilt. It arrives as an ordinary axis between zero and one, so it can cross a threshold as a button, pull a trigger, or scale anything else that takes an analog source. A Nunchuk and the left half of a Joy-Con pair each get their own.
Motion into emulators
The built-in DSU / Cemuhook server broadcasts gyroscope and accelerometer on UDP port 26760 so emulators can use real motion for Splatoon, Wii titles, 3DS games, and anything else that asks for it. Every motion source PadForge reads feeds it: DualSense, DualShock 4, Switch Pro, Joy-Con, 2026 Steam Controller, DualShock 3 sixaxis, and Wii Motion Plus.
A touchpad that is more than a touchpad
Map a finger to mouse X/Y with per-axis sensitivity, invert, and a Trackpad pointer response that moves the cursor the way a laptop touchpad does. Anchor a virtual analog stick where your finger lands. Drop a wedge-thresholded D-pad on top. Pressure-sensitive pads expose per-finger pressure as sources, and swipe haptics tick the pad as a finger travels.
The Gyro tab: motion steering, calibration, and the live readout
Real-world calibration

REACH

Across the room, across the house, across the network.

Anywhere

Open a browser.
Press buttons.

PadForge runs a tiny web server. Any device with a browser on your Wi-Fi loads it, picks one of ten controller layouts, and plays. Up to sixteen phones at once, each a separate virtual pad. No app to install. A controller paired to the phone, or a gaming handheld's built-in pad, comes along through the same page.

The web controller layout picker: ten controller layouts, with color finishes on the Xbox Series, DualShock 4, and DualSense pads
Ten layouts, a touchpad, and a builder
The DualSense web layout with a live lightbar and player LEDs
DualSenseLightbar and player LEDs, live on the page.
The Steam Deck web layout with both trackpads and the rear paddles
Steam DeckBoth trackpads, and L4 through R5.
The custom controller builder, arranging widgets on a blank pad
Build your ownDrag the widgets where your thumbs are.
Your phone's gyro, as a controller stick
The page reads the phone's own gyroscope and accelerometer and streams them as motion, so tilting the handset aims. Browsers only hand out sensor data over a secure connection, so PadForge binds a self-signed certificate and serves the controller over HTTPS whenever it can. A QR code on the Dashboard gets the phone there without anyone typing an address.
Build a layout that fits your hands
The custom builder starts from a blank pad and lets you place sticks, buttons, triggers, D-pads and touch surfaces anywhere on it, then save it. Layouts are stored with your settings, so the phone loads yours the next time it connects.
Share controllers across your PCs
Remote Link shares devices between PadForge PCs, on your network or across the internet. A controller, wheel, or HOTAS plugged into one PC drives a game on another, both directions at once, and the feedback comes home: rumble, force feedback, adaptive triggers, lightbar, player LEDs, and the controller speaker all play on the physical device wherever it lives. Pair once with a six-digit code on your network, or an eight-character single-use code over the internet. No VPN, no port forwarding. Trusted PCs reconnect on their own. A gamepad-only switch keeps a paired PC away from your keyboard, mouse, and macros.
A MIDI keyboard as a controller
PadForge reads MIDI input devices as mapping sources. Notes, Control Change knobs, pitch bend, and encoder dials from a MIDI keyboard or pad controller bind like any button or axis, so a piano key can press A and a mod wheel can pull a trigger. It rides the same Windows MIDI Services stack the MIDI virtual controller uses, with no bridge software.
MIDI out, from a gamepad
Map sticks to Control Change messages. Map buttons to Note On / Note Off. Set velocity per slot. PadForge creates a real Windows MIDI endpoint that DAWs (Ableton Live, FL Studio, Reaper), VJ tools, and stage lighting apps can subscribe to. No loopMIDI bridge.
Profiles your launcher can switch
Turn on external control on the Profiles page and PadForge serves a named pipe on the local machine while the engine runs. Playnite, LaunchBox, a batch file, or anything that can write one line sends activate with a profile name, deactivate to fall back to Default, or query to ask what is loaded. A profile activated that way is held until the script releases it or you switch by hand, so a game-launch rule cannot pull it back out from under the script. PadForge's own executable takes the same instructions as arguments and forwards them down the pipe, so running it a second time is the command. The pipe is open to authenticated users on that machine and nowhere else, and the whole thing stays off until you turn it on.
A polling rate per game
The engine's poll interval is a global setting, and a profile can overrule it. Pick 1000, 500, 250, 125, or 62.5 Hz in the profile dialog and that rate applies while the profile is active, with every other profile falling back to the global value. The Settings page names the profile in charge under the knob. Nothing restarts on a switch, because the loop recomputes its target every cycle.
Local co-op without limits
Sixteen slots, and XInput's four-pad ceiling stops being your ceiling: slots beyond four present as DirectInput or as other virtual shapes, so a room full of players all land in the same game. Every slot carries its own profile, its own layers, and its own feedback routing.

Compare

How PadForge stacks up.

Against the tools people usually reach for. Every row is a capability you can check yourself.

Capability PadForge reWASD DS4Windows Steam Input
PriceFree, no paywallPaid, per-featureFreeFree
Virtual controllers at once16444
Virtual controller shapesXbox, PlayStation, Nintendo, Steam, VR, MIDI, keyboard + mouse, custom HIDXbox, DualShock 4Xbox, DualShock 4Xbox
Wheel force feedback, native protocolYesNoNoNo
Controller speaker as an audio outputYesNoNoNo
Phone as a controller, no appYes, 16 at onceNoNoNo
Share a controller between PCsYes, with feedbackNoNoRemote Play only
MIDI in and MIDI outYesNoNoNo
Buttons a handheld PC hides from WindowsLearned by pressing themUnsupported on ROG Ally, AYANEONoUnverified
Gyro to mouse and stickYes, Steam Input parityPartialYesYes
Works outside SteamYesYesYesSteam games only
Open sourceYesNoYesNo

The full specification

Every capability PadForge ships, grouped and stated plainly, including the complete comparison table.

View specifications

The app

Built to be lived in.

The dashboard
DashboardEvery slot, every device, live.
The macro editor
MacrosRecord, edit, and branch on conditions.
Lighting controls
LightingFourteen modes, audio-reactive included.
The devices page
DevicesEverything plugged in, identified.
Adaptive trigger editor
Adaptive triggersSeven modes with a live curve.
Profiles
ProfilesPer game, switched automatically.
Audio routing
AudioThe controller speaker, bass shakers, and rumble from sound.
Remote Link
Remote LinkA pad on one PC, a game on another.

Free means free.

No installer. Single EXE. Windows 10 or 11, 64-bit. PadForge will never become paid, freemium, or early-access paywalled.

Single EXEWindows 10 / 11 64-bitCC BY-NC-SA 4.0
What gets installed
PadForge installs HIDMaestro on first run. HIDMaestro is the driver that creates virtual controllers: when you add a slot it spins up a real HID device matching the shape you picked, and the device disappears when you delete the slot. Two more drivers are optional, offered only when you need the feature. HidHide hides your physical controller so games only see the virtual one. Most games need it, because otherwise they read the physical pad and the virtual one at the same time. Windows MIDI Services is required for MIDI input and the MIDI virtual controller type, and needs Windows 11 24H2 or later.

There is no tip jar. Knowing PadForge is useful is reward enough. If you insist on giving something, give it to a charity instead and bless humanity. Short of one you already trust, Humanitarian Services of The Church of Jesus Christ of Latter-day Saints puts it to work directly, and give.org grades charities against twenty standards if you would rather choose your own.

The upstream projects PadForge is built on have earned it as much as anyone. They made all of this possible.

Anonymously, preferably. Not at all is fine too, and nothing here changes either way.

FAQ

Questions people ask.

Is it really free?
Yes. No paywall, no freemium tier, no Patreon early access. It is licensed CC BY-NC-SA 4.0 and the source is on GitHub.
Will this get me banned?
PadForge presents a normal HID device through a signed driver, the same way a physical controller does. It does not inject into games or read their memory. Kernel anti-cheat vendors still make their own rules about virtual input devices, and competitive titles change those rules without notice. Use your judgment in games with aggressive anti-cheat.
Do I need HidHide?
Most games do. Without it a game sees your physical controller and the virtual one at the same time and takes both, which usually shows up as doubled or fighting input. HidHide cloaks the physical device so only the virtual one reaches the game. PadForge offers to install it for you, and you can cloak per device rather than all at once.
Does it work outside Steam?
Yes. PadForge creates a real device at the driver level, so any game sees it, launcher or not. That is the difference from Steam Input, which only applies inside Steam.
What controllers are supported?
231 device profiles covering Xbox, PlayStation, Nintendo, Steam, 8BitDo, wheels, HOTAS, arcade sticks, and generic HID gamepads. Anything Windows enumerates as an input device can usually be read, including keyboards, mice, MIDI devices, touchpads, and 3D mice.
Can I use my phone?
Yes. PadForge serves a web controller on your local network. Open the address in any phone browser, pick a layout, and it becomes a virtual pad with real rumble through the Vibration API. Up to sixteen at once, no app install.

An invitation

“And we talk of Christ, we rejoice in Christ, we preach of Christ, we prophesy of Christ, and we write according to our prophecies, that our children may know to what source they may look for a remission of their sins.”

2 Nephi 25:26

Glory, honor, and praise to the Lord Jesus Christ, the source of all truth and salvation, forever and ever.