# Windows virtual DualSense — game detection handoff > **Status:** Identity fix SHIPPED (commits `6db3525`, `aa159df`, `4a73102`) — > `crates/punktfunk-host/src/inject/windows/dualsense_windows.rs` (`create_swdevice`). This doc is trimmed > to the root-cause analysis, the SwDeviceCreate identity rationale, the GameInput fallback design, and the > still-open on-glass Cyberpunk verification. The implementation walkthrough, probe tooling, and the > (now-fixed) secondary driver gaps are cut — the shipped code is the source of truth. Goal: get the host's virtual DualSense **detected and usable in games** (Cyberpunk's native PS5 path + others) on the Windows host. Run the decisive experiments **on the interactive desktop of the Windows host** (`.173`) — not over SSH. ## Where it works / where it doesn't - **Input works.** Client → host → virtual DualSense → games read input (verified in Steam's controller test). - **The HID is a CORRECT, COMPLETE DualSense.** SDL3 reports the live device as `name='DualSense Wireless Controller' vid=0x054C pid=0x0CE6 isGamepad=True gamepadType=PS5`. SDL = HIDAPI = what Steam (and many games) build on → that's why Steam works. This is **not** a descriptor/feature-report problem. - **Cyberpunk's native DualSense path does NOT detect it at all** (Steam Input was off — Cyberpunk was reading the raw HID). This is the problem the identity fix targets; on-glass confirmation is still open. ## Root cause — the PnP identity, not the HID descriptor (CONFIRMED, run live in console session 3) The break is the device's **PnP identity / device-interface path**, not the HID descriptor or feature reports. `hidclass` derives the HID child's path token and its `HID\VID_054C&PID_0CE6` hardware-ids from the **parent bus device's hardware-id**. Our parent is the software (SWD) devnode `SWD\PUNKTFUNK\PF_PAD_0` whose hardware-id is `pf_dualsense` (no VID/PID), so hidclass emits only the *VendorID+usage* fallback and **no PID**. Measured on this box (one virtual pad live + one real 8BitDo present): HID-child hardware-ids (`DEVPKEY_Device_HardwareIds`, CompatibleIds empty): `HID\pf_dualsense` · `HID\VID_054C&UP:0001_U:0005` · `HID_DEVICE_SYSTEM_GAME` · `HID_DEVICE_UP:0001_U:0005` · `HID_DEVICE` — **note the absent `HID\VID_054C&PID_0CE6`.** `HIDD_ATTRIBUTES` itself is correct (VID 054C / PID 0CE6), which is why attribute-readers work. Device-interface paths (from `HKLM\SYSTEM\CurrentControlSet\Control\DeviceClasses\{4d1e55b2-…}`): | Device | HID interface path | | --- | --- | | **Ours (virtual)** | `\\?\HID#punktfunk#1&ca418da&0&0000#{…}` — **no `VID_/PID_` token** | | Real DualShock 4 (USB, registry remnant) | `\\?\HID#VID_054C&PID_05C4&REV_0100#…` | | Real DualSense (BT, registry remnant) | `\\?\HID#{00001124-…}_VID&0002054c_PID&0ce6#…` | **Cross-API enumeration matrix (the decisive experiment — impossible over SSH, run live in the console):** | API | Sees our virtual DS5? | Identity reported | Reads from | | --- | --- | --- | --- | | SDL3 / HIDAPI | ✅ | 054C:0CE6, type=PS5 | `HIDD_ATTRIBUTES` → Steam works | | RawInput | ✅ | 054C:0CE6 | `HIDD_ATTRIBUTES` | | WGI `RawGameController` | ✅ | 054C:0CE6 | `HIDD_ATTRIBUTES` | | WGI `Gamepad` | ❌ empty | — | (empty for *all* pads on this box — no Xbox-profile pad; not DS-specific) | | **MS GameInput** | ✅ enumerates it | **vid=0x0000 pid=0x0000** | **PnP path / hardware-ids** | | Cyberpunk native PS5 | ❌ | — | needs the DS5 VID/PID identity | The GameInput result is the clincher: it **does** enumerate our pad — descriptor fingerprint matches exactly (15 buttons, 6 axes, 1 hat, usage Game Pad 0x05) — but reports **vid/pid = 0**, while it reads the real 8BitDo's `vid=0x3434` correctly. So GameInput (and, by the same logic, a native PS5 path) takes VID/PID from the **PnP device path / hardware-ids, NOT from `HIDD_ATTRIBUTES`**. Everything that reads attributes directly (SDL / RawInput / WGI-raw) is fine; everything that keys off the device *identity/path* (GameInput, native DualSense detection) sees a generic, unidentified gamepad → no PS5 path. **⇒ The fix must put `VID_054C&PID_0CE6` into the device-interface path and the `HID\VID&PID` hardware-ids** (give the device a real-USB-like PnP identity), not merely correct `HIDD_ATTRIBUTES`. ## The fix — SwDeviceCreate identity (shipped) `create_swdevice` sets the identity via **`SW_DEVICE_CREATE_INFO` struct fields** (NOT `pProperties` — a `DEVPROPERTY` write of these PnP-owned identity keys is empirically *ignored*; the create-time struct fields are the supported lever, confirmed on `.173`): - **`pszzCompatibleIds`** = `USB\VID_054C&PID_0CE6`, `USB\Class_03&SubClass_00&Prot_00`, `USB\Class_03` (Windows appends `SWD\Generic`). HIDAPI/SDL/libScePad walk HID-child → `CM_Get_Parent` → this parent's CompatibleIds and string-match `"USB"` → **`bus_type` now resolves to USB** (was UNKNOWN). - **`pszzHardwareIds`** = `pf_dualsense` **first** (so the INF still binds our UMDF driver), then `USB\VID_054C&PID_0CE6&REV_0100`, `USB\VID_054C&PID_0CE6`. hidclass then derives the real-DS5 child ids **`HID\VID_054C&PID_0CE6[&REV_0100]`** (previously only `HID\VID_054C&UP:0001_U:0005`). - **`pContainerId`** = a deterministic per-pad GUID `{50464453-0000-0000-0000-00000000000}` ("PFDS") — avoids the null-sentinel-ContainerId `xinput1_4` slot-skip bug, and groups the pad's devnodes. **Validated live** (real shipping path, `dualsense-windows-test --index 1` alongside the running service's pad 0): INF still binds (`Service=MsHidUmdf`), parent CompatibleIds/HardwareIds + per-pad ContainerId set, the HID child gains `HID\VID_054C&PID_0CE6`, and the HIDAPI parent-walk reports **bus_type=USB**. SDL / RawInput / WGI `RawGameController` identity stays correct (054C:0CE6). **Why this may still not satisfy GameInput / a native PS5 path:** GameInput parses VID/PID from the HID child's **instance path** (`HID\punktfunk\1&…`), which carries no `VID_…&PID_…` token; neither CompatibleIds nor HardwareIds change the instance path. Only a real USB-bus instance path (`HID\VID_054C&PID_0CE6\…`) does — i.e. a **ViGEm-style KMDF USB-emulating bus driver** (see fallback below). Prior art (HIDMaestro) shows pure user-mode pads ARE accepted by WGI/GameInput, so other parity (descriptor / strings / mapping) may matter more than a genuine USB bus. ## GameInput fallback design (rank-3, only if needed) If a target title uses **GameInput** AND the shipped identity fix above doesn't satisfy it, the last-resort option is a **rank-3 KMDF USB-emulating bus driver** (the way ViGEmBus presents a real-looking device) instead of SwDeviceCreate + UMDF-HID — it produces a genuine `HID\VID_054C&PID_0CE6\…` instance path, the one thing GameInput keys off. Pursue this only if required by a target title; it is heavier than the user-mode path and HIDMaestro suggests user-mode pads can be made acceptable to GameInput without it. ## On-glass Cyberpunk verification procedure (open — only the user can run it) Must run on the interactive desktop (RDP in or run locally) — WGI / RawInput / GameInput enumeration returns **empty from a headless SSH session** (no window/message pump); only HIDAPI works headless. 1. Free the service's pad 0 so only the new-identity pad is present: `sc stop PunktfunkHost` 2. Spawn a single virtual DS5 carrying the new identity (cycles Cross/stick so input is visible): `target\debug\punktfunk-host.exe dualsense-windows-test --index 0 --seconds 600` 3. Launch **Cyberpunk 2077 with Steam Input OFF** (so the game reads the raw HID). Check the in-game glyphs/prompt **switch to DualSense**. 4. Restore the service afterward: redeploy the release + restart with `scripts\windows\deploy-host.ps1`. ## Key code | What | File | | --- | --- | | Host backend (`create_swdevice`, the `Global\pfds-shm-` section, write_state/service/pump) | `crates/punktfunk-host/src/inject/windows/dualsense_windows.rs` | | UMDF driver (HID descriptor, feature reports, `on_output_report`) | `packaging/windows/drivers/pf-dualsense/src/lib.rs` | | Shared report codec (`serialize_state` input, `parse_ds_output` feedback) | `crates/punktfunk-host/src/inject/proto/dualsense_proto.rs` | | Pad seam (`PadBackend`, `pump` → rumble `0xCA` / hidout `0xCD`) | `crates/punktfunk-host/src/punktfunk1.rs` | ## Open items 1. **Decisive on-glass Cyberpunk test — pending execution.** Launch Cyberpunk 2077 with Steam Input OFF against a virtual DS5 carrying the new identity; verify the in-game glyphs switch to DualSense (procedure above). 2. **GameInput rank-3 KMDF USB-emulating bus-driver fallback — optional.** Only if a GameInput-only title needs the real VID/PID and the shipped SwDeviceCreate identity fix doesn't satisfy it. ## Facts proven (don't re-litigate) - `SwDeviceCreate` requirements: enumerator must have **no underscore** (`punktfunk`); the completion **callback is mandatory** (NULL → E_INVALIDARG). Per-session device works; auto-removed on disconnect. - The identity keys must be set via the **`SW_DEVICE_CREATE_INFO` struct fields**, not `pProperties` — a `DEVPROPERTY` write of the PnP-owned identity keys is ignored. - HID descriptor + feature reports are DS5-accurate enough that **SDL identifies it as PS5**. - The `IOCTL_HID_GET_STRING` and `DS_FEATURE_CALIBRATION` (42 → 41 bytes) driver gaps were fixed + shipped; the driver answers `HidD_GetManufacturer/Product/SerialNumberString` with distinct strings. (Detail in `packaging/windows/drivers/pf-dualsense/src/lib.rs`.) - Host-side rumble works end to end (driver captures the game's `0x02`, `parse_ds_output` extracts the motors, host forwards `0xCA`); the client (macOS) rendering of `0xCA` onto the physical pad is a separate open bug, not part of game detection.