Two things, both found by working out what the log was really saying.
The PADS line reported speed x correction as a "net % of calibrated". That
is the multiplier on the wheel units we send, not the distance anything
moves — the machine's lines-per-notch multiplies them straight back up. The
two cancel exactly:
L = D x SENSITIVITY x (3/linesPerNotch) x speed/100 / WHEEL_DELTA
x linesPerNotch
= D x SENSITIVITY x 3 x speed/100 / WHEEL_DELTA
which is the whole point of correcting for it. So the speed setting alone
says how fast a pad scrolls, and the log said 8% for a pad that was in fact
scrolling at 25% of calibrated. The reporter's log is the one being read to
decide what to change next, so a figure that misstates it by 3.3x is worse
than no figure. The correction is still printed — it explains why two
machines at the same speed send different wheel numbers — but it is no
longer presented as something to multiply by. TrackpadDirectionProbe now
checks the cancellation directly at 1, 3, 10, 20 and 100 lines per notch.
The floor drops from 25% to 10%, because the reporter settled on exactly
25% and asked to go lower — he was sitting on the end of the range.
The slider now offers stops instead of a continuous percentage:
0.1x 0.15x 0.25x 0.35x 0.5x 0.75x 1x 1.5x 2x 3x 4x
Roughly a constant ratio per step, which a linear slider cannot be: over
10..400 linear, three quarters of the track sits above 1x where nobody has
asked to go, and the region people use is squeezed into the first quarter.
The stops also have names, and "set it to 0.5x" ends a support round trip
that "set it to 47%" starts another one of — which on this issue is not a
small consideration.
25 and 100 are both stops on purpose, so neither the reporter's setting nor
the default is rounded out from under someone. Values between stops remain
valid and stored — the C++ side still accepts anything in range, and an
older build wrote continuous ones — they simply show as the nearest stop
and only become it if the user applies.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
SteamlessController
A lightweight Windows system tray app that lets you use a Steam Controller as a standard gamepad — without Steam running.
When Steamless Mode is active, the app disables the controller's built-in keyboard/mouse emulation (lizard mode) and exposes it as a virtual Xbox 360 controller (or PlayStation controller) via ViGEmBus, making it compatible with any game that supports the Xbox or PlayStation controller.
Features
- Supports all connection modes! Puck, wired, and Bluetooth!
- Runs alongside Steam! No need to close Steam to toggle modes or force you to use your PC in a weird way.
- Brand new extensive remapping controls for back buttons and trackpads. Save custom mappings and load them per game!
- Use a trackpad as a directional pad — press its outer edge for a direction and its middle for a button of its own — or as a single button. Each direction, the click and a tap are all rebindable.
- Enable/Disable manually, or use new auto modes to turn on / off when it makes sense.
- Start on launch, suppress notifications, make this utility your own.
Requirements
To run
- Windows 10 or later (64-bit)
- ViGEmBus driver installed
- Steam Controller — wired USB (PID
0x1302), wireless dongle (PID0x1304), or Bluetooth LE (PID0x1303, pair via Windows Bluetooth settings) - Steam closed (Steam claims the controller when running)
To build
- Visual Studio 2022 with the Desktop development with C++ workload
- CMake 3.20 or later (included with Visual Studio, or install separately)
- Windows SDK 10.0.22000 or later (installed via Visual Studio Installer)
Building
git clone https://github.com/your-username/SteamlessController.git
cd SteamlessController
cmake -B build
cmake --build build --target SteamlessController
The executable will be at build\Debug\SteamlessController.exe.
For a release build:
cmake -B build/release -G "Visual Studio 18 2025"
cmake --build build/release --config Release --target SteamlessController
If you have Visual Studio 2022, replace
"Visual Studio 18 2025"with"Visual Studio 17 2022".
Building the installer
The installer is compiled from resources\InnoInstallerScript.iss with Inno Setup. It needs two things a fresh clone does not have.
Release builds of all three executables it packages. The command in the previous section builds only the tray app:
cmake --build build/release --config Release --target SteamlessController
cmake --build build/release --config Release --target SteamlessDeviceCycle
cmake --build build/release --config Release --target ViGEmBusProbe
SteamlessDeviceCycle is the elevated helper that restarts the controller's device node. ViGEmBusProbe is how Setup checks whether the driver actually installed, and it stays in the install folder afterwards as a diagnostic.
The ViGEmBus driver installer, which is not in this repository — it is a 6 MB vendored binary, and *.exe is gitignored. Download it from ViGEmBus releases and place it here:
resources\ViGEmBus_1.22.0_x64_x86_arm64.exe
The filename must match #define ViGEmSetup at the top of the script. Inno resolves [Files] sources when it compiles, so a missing or differently named payload fails the build outright rather than producing an installer that silently ships no driver. If you update the ViGEmBus version, change the #define to match the new filename.
CMake Targets
| Target | Description |
|---|---|
SteamlessController |
Main system tray application |
SteamlessDeviceCycle |
Elevated helper that disables and re-enables the controller's device node, run as an on-demand scheduled task. Shipped by the installer. |
ViGEmBusProbe |
Reports whether a ViGEm bus is present by enumerating its interface. Used by Setup to verify the driver installed, and shipped as a diagnostic. |
SteamProbe |
Console diagnostic tool — dumps raw HID report bytes as you interact with the controller. Useful for protocol research. |
RawControllerProbe |
Checks whether Windows.Gaming.Input.RawGameController can enumerate the Steam Controller (requires WinRT). |
GameLibraryProbe |
Console diagnostic — lists every application the per-game profile picker can find, with the source each came from and a per-source count. Ask for its output when someone reports that a game is missing from the picker. Given a directory, it instead runs only the Epic manifest reader against it. |
How it works
The Steam Controller exposes a vendor HID collection (usage page 0xFF00) that carries all game input in a 54-byte report (ID 0x42) at ~60 Hz. By default the firmware runs in lizard mode, emulating a keyboard and mouse so the controller works without drivers.
SteamlessController sends HID feature reports to disable lizard mode, then reads the raw input reports and translates them into a virtual Xbox 360 controller via ViGEmBus. A background heartbeat re-sends the disable command every 800 ms to keep lizard mode off.
The full input report layout is documented in src/steam/SteamController.h.
Per-game profiles
A profile can be attached to one game instead of applying everywhere. The game
is chosen from a picker that draws on several sources at once: both Start Menu
and both Desktop shortcut folders, the installed MSIX/Store package list, Steam's
own manifests, and the records kept by the Epic Games Store, GOG Galaxy, Ubisoft
Connect and Battle.net. Anything none of those know about — a portable build, an
emulator, an itch.io download — can be added by hand, either by picking it out of
the applications currently running or by browsing to its .exe.
Whichever profile applies is decided by what is in the foreground, not by what
is running: a launcher that stays resident long after the game exits would
otherwise keep claiming the controller. See
src/app/ForegroundWatcher.h for why, and
src/app/GameLibrary.h for the four shapes a game's
saved identity can take.
Third-party
- ViGEmClient — MIT License, built from source as a static library