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Gamepad support and gaming

Emulate an Xbox controller so games recognize your Cephable inputs, and map controller buttons to voice, head, and face.

Emulate an Xbox controller so games recognize your Cephable inputs, and map controller buttons to voice, head, and face.

Cephable can emulate an Xbox controller, so games recognize your inputs natively. You drive that controller with your voice, head movements, facial expressions, switches, or any mix.

Enabling gamepad support

Gamepad support is an extension. Open Extensions → Gamepad Support and enable it.

It installs a third-party driver

Gamepad support requires ViGEm, a third-party unofficial driver that provides the virtual Xbox controller games see. You install it as part of enabling the extension. On a managed device you may need IT approval for the driver.

The Gamepad Support extension page in Cephable explaining the ViGEm driver requirement
Extensions → Gamepad Support

Building a controller set

Create App Controls with a controller type — Gamepad Controller, or Keyboard, Mouse, and Controller if you want both. Cephable can emulate generic, Xbox, PlayStation, and Nintendo Switch style controllers.

Then map each button and stick to whichever input suits you:

Controller input Works well with Why
Left stick Head movement Continuous movement without holding anything
Right stick Head movement or a switch Camera control
Face buttons Expressions or switches The ones you press most
Bumpers / triggers Eyebrow raise Reliable and rarely accidental
Menu / start Voice command Not time-critical, so latency does not matter
Give your easiest input to your most frequent action

Work out which button you press hundreds of times an hour and map it to your least tiring input. Everything else can be harder to reach.

Joystick movement in macros

Macros include a Joystick move step for both sticks, so a single trigger can produce a stick movement rather than a button press — useful for a repeatable turn or a fixed movement.

Watch it in practice

Aiming, shooting, reloading, and switching with adaptive controls.
Adaptive controls for longer-session games.

Games with their own accessibility options

Before building an elaborate mapping, check what the game already offers — hold-to-toggle, aim assist, remappable controls, reduced-input modes. Combining the game's own options with Cephable usually beats either alone.

Building Cephable into a game

If you make games and want Cephable's adaptive input available to your players directly, that is a developer integration — see the developer documentation.

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