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Trigger Lab
Design your own adaptive-trigger effects using the full DualSense effect surface, and feel them live on the controller as you edit. Each trigger (L2 / R2) gets its own effect.

| Mode | What it feels like | Key parameters |
|---|---|---|
| Off | Stock trigger, no effect | โ |
| Feedback | Constant resistance from a point onward | Start, Force |
| Weapon | Resistance that "breaks" like a gun trigger | Start, Wall, Force |
| Vibration | Trigger vibrates as you pull | Start, Force (+ frequency) |
| Multi Feedback | Different resistance per zone across the pull โ 10 zones | per-zone Force |
| Slope | Resistance ramps between two points | Start, End, Start Force, End Force |
| Multi Vibration | Different vibration strength per zone โ 10 zones | per-zone Force |
Positions and forces are set in 5% steps across the pull range (0โ100%). The 10-zone modes give you a custom curve โ e.g. light at the top, a hard band in the middle, free at the bottom.
Vdsd version note: the newer modes (Multi Feedback, Slope, Multi Vibration, frequency-controlled Vibration) use the V2 trigger command. If they do nothing on your controller, your
vdsddaemon is outdated โ update OpenDS5 (or run./update-vdsd.shfrom a source checkout).
Effects can respond to the trigger's actual position โ e.g. kick in a vibration only on full pull. Reading trigger position requires access to the controller's input device, which usually means your user must be in the input group:
sudo usermod -aG input $USER # then log out/inWithout it, the base effect still works; only the reactive parts are skipped.
A global intensity control scales effect strength without redesigning the profile.

- Save effects as named profiles.
- Export a profile to a plain JSON file to share it; Import someone else's the same way.
- To have profiles apply automatically when a game launches โ and to browse community-made ones โ see Game Profiles and Library.
- Profiles react to your finger, not the game. They can change feel by pull-depth, but can't know you're out of ammo or drawing a bow โ only native game support can.
- Don't stack profiles on natively supported games. If the game drives the triggers itself, a custom profile will fight it. Let the game win โ the wired bridge is what makes that possible.
- One feel per game. A profile is a fixed per-trigger effect; there's no automatic weapon/vehicle switching.
๐ Home
โ๏ธ Setup
- โ Prerequisites
- ๐ฆ Installation
- ๐ Getting Started
๐ฎ Using the app
- ๐งช Trigger Lab
- ๐ฏ Game Profiles and Library
- ๐ Multi State Trigger Profiles
- ๐ Audio, Haptics and Lighting
- ๐๏ธ Buttons, Personas and Chords
๐ ๏ธ Maintenance
- ๐ Updates
- ๐ง Troubleshooting and FAQ
- ๐๏ธ Uninstalling