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DMC5 DualSense Layer — Native C++

This is the recommended build of the Devil May Cry 5 Steam mod. It provides the complete feature set: binding-aware adaptive triggers, advanced haptics, character LED colors, and the DualSense interface artwork.

Starting with version 1.7.2, the mod reads Nero's current character-specific DMC5 control table, so Blue Rose resistance follows AttackL when the action is reassigned to R2.

Version 1.7.3 gives ordinary DMC5 rumble and advanced haptics separate output owners. Ordinary rumble uses only Steam Input, while advanced effects use only the four-channel DualSense audio endpoint. Independent per-motor watchdogs, short output arbitration and a soft audio limiter prevent stale vibration, double-driving and hard clipping when several effects overlap.

Requirements

  • Windows x64 and a legitimate Steam copy of Devil May Cry 5;
  • a DualSense connected over USB;
  • Steam Input enabled or left at the game's default controller setting.

The archive is self-contained. It does not require .NET, ViGEm, a virtual controller, or a separate driver. The Bridge exists only for the current game session and exits with DMC5.

USB is the only fully supported and physically verified connection. Bluetooth is experimental: normal Steam Input controls should remain available, but adaptive triggers, lightbar output, and ordinary rumble are not guaranteed. Advanced haptics cannot work over the current Bluetooth path because it has no four-channel DualSense audio endpoint.

Standard DualSense CFI-ZCT1 and CFI-ZCT2 models use Steam's common PS5-controller type and need no revision-specific configuration. DualSense Edge is accepted by the output and audio-endpoint detection paths, but its full hardware matrix is not yet physically verified. Complete feedback support requires USB.

The haptics endpoint is selected primarily from its Sony USB hardware identity and four-channel format, not from the visible Windows device name. Localized or user-renamed speaker endpoints therefore need no manual configuration. The AudioDeviceContains setting remains an optional fallback for unusual drivers.

Installation

  1. Extract the complete archive to a separate folder.
  2. Close DMC5 and run INSTALL-DMC5-DualSense.cmd.
  3. If an older version left a DMC5DualSense.Launcher.exe command in Steam Launch Options, remove it once.
  4. Start the game normally with Steam's Play button. No launch command is required.

REFramework loads the in-game plugin, which starts the hidden Bridge for the current DMC5 process. The Bridge exits with the game and creates no resident watcher or service. The bundled Launcher is retained only as a manual compatibility fallback.

The package contains an unmodified official REFramework dinput8.dll. If a different recognized REFramework build is already installed, it is preserved and this installer adds the DMC5DualSense plugin alongside the user's existing plugins. If an unknown dinput8.dll is found, the installer asks whether to replace it. Choose Y to keep an exact backup and continue, or N to cancel without changing the existing DLL. The uninstaller restores a replaced file exactly. The native plugin deliberately targets the unchanged ABI prefix available in REFramework Plugin API 1.10 and newer.

To remove the mod, run Devil May Cry 5\DMC5DualSense\UNINSTALL-DMC5-DualSense.cmd. The installer keeps a manifest and backups for reversible removal.

TEST-DualSense.cmd runs an optional hardware test for triggers, LED output, and haptics; it is not required for installation.