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SOFTWARE · WINDOWS / WALTER

INPUT ZERO

A concept for a Windows controller tuning application: precise control over physical controller input — deadzones, response curves, sensitivity and calibration — before it reaches a game.

My role
Product idea, UX/UI & development
Year
2026
Status
Concept
INPUT ZERO design mockup: stick tuning, response curves, live input, triggers and generic game profiles

INPUT ZERO is a concept for a Windows controller tuning application, designed for competitive controller play. The goal is to give players precise control over physical controller input before it reaches a game: deadzones, response curves, sensitivity and calibration, handled once and applied the same way in every game.

It is a product concept and an experimental prototype — not a finished or released product. The design shown here represents the direction I intend to take.

The input pipeline

  1. Physical controller — the device in your hands
  2. Raw HID input — unfiltered axis and button data
  3. INPUT ZERO processing engine — deadzones, curves, sensitivity
  4. Tuned input — the processed values
  5. Virtual controller — what Windows and the game see
  6. Game — receives the tuned input

Planned functionality

  • Input: physical controller detection, raw controller input, virtual controller output, and optional hiding of the physical controller to prevent duplicate input
  • Tuning: inner and outer deadzones, anti-deadzone, custom response curves, separate X / Y sensitivity and trigger tuning
  • Calibration: automatic stick calibration, stick drift measurement and an automatically recommended deadzone
  • Insight: raw vs processed stick visualisation, processing-time telemetry and a controller polling-rate display
  • Profiles: multiple controller profiles, import / export (JSON), and starting points for different genres — Competitive, FPS, Racing, Aerial, Precision and Custom

All of these are planned. None of them is presented here as released or tested.

What I’m exploring

INPUT ZERO is how I’m learning low-level controller input (reading HID reports directly), real-time processing (transforming every input frame quickly and predictably), virtual controller architecture (presenting the tuned signal as a separate device), Windows desktop software in C# / .NET, and UX/UI for technical tools — making precise, numeric settings understandable at a glance.

Status: concept / work in progress

INPUT ZERO has not been released, and there are no performance measurements or compatibility results yet — so I make no claims about latency, supported controllers or advantages in any game. Possible next steps:

  • Controller compatibility testing
  • Automatic calibration
  • Community testing
  • Performance testing
  • Profile sharing
  • Additional controller support
  • A potential public release

An experimental business idea

If INPUT ZERO ever becomes a finished product, I’m considering a simple one-time purchase of around €5 instead of a subscription. It is an idea, not a decision — nothing about pricing is confirmed.

The image is a design mockup of the intended application; the values in it are illustrative, not measurements. INPUT ZERO is an independent concept with original branding and is not affiliated with, endorsed by or partnered with any controller manufacturer, platform holder or game publisher.

The context

Every controller behaves slightly differently: a stick that rests a little off-centre, a deadzone that is too large for small aims, a response that feels too fast near the edge — and most games only offer a few coarse settings for it.

INPUT ZERO is my concept for handling this one step earlier, in a single place, for every game. Status: concept / work in progress.

My contribution

The product idea and its direction, the UX/UI design of the application, and the technical exploration behind it: HID input, a real-time processing engine, virtual controller output and a JSON profile system.

The project is AI-assisted: I use AI as a development partner — to explore low-level topics that are new to me, like HID input and virtual controllers, to check ideas and to speed up the prototyping — while the product decisions, the design and the direction stay mine.

It’s also a product-thinking exercise: taking an idea from a prototype towards something that could one day be a real, publicly released product.

Stack: C# · .NET · Windows desktop · HID input · Virtual controller output · JSON profiles · Real-time input processing.

Concept validation

Would you use INPUT ZERO?

INPUT ZERO is still a concept. If I see enough interest, I’ll prioritise building the public version.

3 people are interested

Your support helps me decide what to build next. Counted anonymously — no account and no personal details.

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