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A deadzone represents the region of an axis that should be considered as having zero output. Having a deadzone in place will better ensure that there is no accidental output value generated by having your finger at rest on an analog stick or trigger and no accidental output value is generated from an axis that does not return to the absolute resting position.
LS: 0.09
RS: 0.09
L2: 0.30
R2: 0.30
An anti-deadzone acts as an offset for use with an axis to denote the minimum output value generated after an axis has left its assigned deadzone. This is mainly meant to help with mapping an axis to the assigned deadzone value used for an axis in a video game. For example, the typical assigned deadzone for XInput LS in a video game is around 8000 (25%). With no anti-deadzone assigned, an axis would have to move past the assigned deadzone in DS4Windows along with the game's assigned axis deadzone.
LS: 0.25
RS: 0.25
L2: 0.00
R2: 0.00
A maxzone denotes how far an axis will have to travel before the maximum output value will be generated. This setting mainly helps with older controllers as an axis might not be able to reach its maximum output value as an axis gets worn out with use. This setting can also help if you would like to reduce the amount of travel required to reach the maximum axis value.
LS: 1.00
RS: 1.00
L2: 1.00
R2: 1.00
The rotation setting is meant to help correct the orientation of an analog stick if your thumb is slightly shifted when moving an analog stick. For example, your thumb might be slightly shifted from center when the analog stick is moved fully north. My thumbs shift slightly to the right when moving an analog stick fully north due to the way my hands grip the DS4. The value used denotes the number of degrees used to adjust the final axis output value.
LS: -4
RS: 4
Assigning an output curve is mainly useful for RS when emulating a mouse. When emulating a mouse with RS, I would recommend using the Enhanced Precision setting. Otherwise, using the Linear setting and tweaking the other mapping settings will be what you will probably want.
LS: 1.00
RS: 1.00
L2: 1.00
R2: 1.00
Sixaxis X: 1.00
Sixaxis Z: 1.00
One new way to control the camera in a game is to use the gyroscope built into the DS4 as opposed to the traditional approach of using the right analog stick. You would tilt the controller in the direction you want the camera to move and the camera would stop panning once you stop moving the controller. This allows the DS4 to behave like a typical relative mouse and it allows for faster mouse movement than emulating a relative mouse with an analog stick. The main problem is that the orientation of your hands matters and you will occasionally have to move your hands back to a comfortable resting position; this is similar to picking up your mouse to move it back to a center position.
Triggers: L1
Trigger Behavior - Turns Gyro: Off
Gyro Sensitivity: 100
Vertical Scale: 100%
X Axis: Yaw
Invert X: Off
Invert Y: Off
Smoothing: On
Smooth Weight: 0.500
This setting is only useful when using an analog stick to emulate a mouse. This can be used in a fully KB+M profile or in a mixed XInput + Mouse profile.
Mouse sensitivity: 34
When using a fully KB+M configuration in a profile, it would be better to enable Use DInput only. Otherwise, the setting should be disabled.
Using the accelerometer built into the DS4, it is possible to play racing and other driving games by holding the DS4 so the lightbar is pointing up towards the ceiling and tilting the DS4 to each side like it were a steering wheel. There are nowadays actually two ways to use DS4 and DS4Windows app as a steering wheel.
Steering wheel option 1 Map sixaxis X tilting as a left or right stick. Following settings have been found that get the experience pretty close though. These settings have been tested in the game DiRT Showdown. You can use, for example, left stick X axis (LX) as an output axis. In that case remember to unmap the default mapping of LX axis to avoid conflicting values (or set big enough deadzone to LX to avoid it double feeding the output axis).
However, using raw values of tilting sensor directly is very limited in turn range and in precision, so this option may not be very useful with serious racing games. Nowadays there is a better way to do this (see steering wheel option 2).
Sixaxis X Deadzone: 0.03
Sixaxis X Anti-Deadzone: 0.41
Sixaxis X Max Zone: 0.72
Steering wheel option 2 DS4Windows application has a new "steering wheel emulation" configuration option which is specifically meant to be used as a steering wheel alternative. It gives much greater precision and supports 90/180/270/360/520/720/900 steering wheel turn ranges. This option can be enabled in options screen per profile and each controller is calibrated to increase precision. Use DS4Windows options screen and "Calibrate" button to calibrate a new DS4 controller (need to do only once with a new DS4 controller). While calibrating a controller, set the wheel center point first and then 90deg left and finally 90deg right positions (all 3 calibration points required).
Please note that the steering wheel option 2 doesn't require you to unmap the default behavior of an output axis because this feature overrides the default behavior of an output axis anyway.
If a game supports more than one controller then you can install a VJoy virtual joystick driver and send steering wheel output values to a VJoy axis also. This would leave all DS4 analog axies for normal usage because SA steering wheel emulation would not reserve any of the existing DS4/x360 axies.
This feature works best with do-it-yourself rig for a DS4 Controller. Sixaxis sensor values are more consistent with a calibrated values and "a steering wheel" immersion is much better when DS4 controller is attached to a rig like a "real steering wheel". See following link for example pictures of a cardboard DIY rig. When you have stopped laughing then go ahead and try it. The rig, DS4 controller and DS4Windows steering wheel emulation feature works surprisingly well even in serious racing games. Details of steering wheel emulation
Steering wheel emulation axis: None/LX/LY/RX/RY/R2+L2/vJoyX/vJoyY/vJoyZ output axis
Steering wheel range: 90/180/360/720/900/etc
Sixaxis X Deadzone: 0.00 (or use 0.02 or 0.03 if deadzone is really needed in DS4Win driver level. If game supports customizable deadzone range then it may be better to set SA x deadzone to 0 in DS4Win and use the in-game setting).
Sixaxis X Anti-Deadzone: 0.00 (if a game has built-in fixed deadzone then proper value here depends on the game).
Steering wheel emulation axis: Default value is None (=feature disabled). LX=Left stick X axis. LY=Left stick Y axis. R2+L2 is a combined left and right analog trigger axis. VJoy axies require installation of VJoy virtual joystick driver (see the web link shown above).
Steering wheel range: Default value is 360 degrees (ie. -180 degrees left and +180 degrees right turn range from the calibrated center point, total range 360). 360 or more range is good for EuroTruckSimulator/AmericanTruckSimulator type of games with a slow pace. More arcade type of racing games might work better with 180 range because you probably don't have time to keep spinning steering wheel several rounds during a high speed chicane.
Steering wheel axis anti-deadzone: If a game was originally made for analog sticks of a gamepad controllers then the game probably has quite a big built-in deadzone. If the game supports steering wheel settings then you probably can customize deadzone value within the game and set it even down to zero, so anti-deadzone setting in DS4Win app is not needed (set it to 0.00). However, analog sticks are "unstable" in a hardware level and resting a thumb on a stick generates slight movement all the time, so especially arcade type of racing games often have built-in deadzone for analog sticks. DIY rig and the steering wheel emulation in DS4Win app on the other hand is more precise and capable of doing small movements around the "dead center" position. Therefore, if a racing game has a built-in fixed deadzone then you might wanna eliminate it via sixaxis X anti-deadzone setting in DS4Win profile editor. The optimal value varies between games, but start with sixaxis X anti-deadzone 0.10 value and see if a car in the game turns better when you turn the "DIY steering wheel" just few degrees left and right. If you feel that there is still a deadzone gap in the game until the car actually starts to turn then increase the anti-deadzone value until you feel that there is no more unnecessary deadzone gap within the game. If you feel that the car starts to turn too much even when you turn a steering wheel just few degrees then try to decrease the sixaxis X anti-deadzone value.