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Recorder

Record, replay, practise

OmniControl Recorder

Capture full controller sessions - buttons, sticks, triggers and motion - then replay them, scrub the timeline, and practise against a ghost of your best run.

Read the full documentation

The controller recorder captures an entire play session - every button, stick, trigger, and motion input on a single timeline - so you can replay it, study it, and practice against it. Ghost practice puts your live inputs side by side with a saved run and scores how closely you match, turning muscle memory into something you can measure. Recorder is part of OmniControl Pro.

Overview

Recorder writes a full-fidelity capture of a session: button presses, stick positions, trigger travel, and motion data, all with per-tick timing. A recording is not a video. It is the raw input stream, so the replay is exact and you can inspect it frame by frame.

Playback gives you a scrubbable timeline with variable speed and looping, plus a controller-animation preview so you can watch the pad move as the run plays back. The library keeps your recordings organized: search, rename, duplicate, and sort them, and import, export, or delete any entry.

Ghost Practice is the analytical layer. It runs a saved recording as a ghost next to your live input, shows live stick and trigger deltas, analyzes your timing, and produces a match percentage so you know how close your attempt was.

Why use it

Repeatable inputs are hard to judge by feel alone. A combo that felt on time might have been ten milliseconds early; a stick flick that felt clean might have overshot. Recorder replaces guesswork with a concrete reference. You capture a good run once, then measure every later attempt against it.

This helps two groups in particular. Players learning a precise sequence - a fighting-game combo, a rhythm pattern, a movement tech - get a ghost to chase and a match percentage to confirm progress. Anyone tuning their setup gets a way to reproduce the exact same input every time, so when you change a stick curve or a trigger point you are comparing the hardware, not your inconsistent hands.

Use cases

  • Fighting-game combo drilling. Record a clean execution, then use Ghost Practice to run the same sequence side by side and see exactly where your timing drifts.
  • Movement and tech practice. Capture a difficult movement input once and replay it on loop at reduced speed to learn the rhythm before you attempt it live.
  • Consistency testing after a tuning change. Replay an identical session before and after editing a stick or trigger curve to isolate what the change actually did.
  • Reviewing a run. Scrub the timeline and watch the controller-animation preview to find the exact input that went wrong.
  • Sharing a reference. Export a recording and hand a teammate the ghost to practice against.

Supported devices and compatibility

Recorder works with any controller OmniControl supports, including the DualSense, DualSense Edge, DualShock 4, DualShock 3, Xbox Series X|S, Xbox One, Xbox 360, Xbox Elite Series 2, Switch Pro Controller, and generic HID gamepads, over USB or Bluetooth.

Recorder captures whatever the connected pad reports. Motion data is part of a recording, so if you want gyro captured from a DualSense, connect it over USB - the DualSense gyro and other extras come over USB only. On Bluetooth the motion track will be empty while buttons, sticks, and triggers still record normally.

Limitations

A recording plays back the inputs you captured, not the game state around them. If the game, character position, or timing context differs from when you recorded, the same inputs can produce a different result. Ghost Practice measures how closely your live input matches the reference; it does not know whether the in-game outcome succeeded. Treat the match percentage as a measure of input fidelity, and use it alongside what you see happening in the game.

Tips and best practices

Record a short, clean segment rather than a long session. A focused ten-second capture of one combo is easier to loop, easier to match against, and easier to read on the timeline than a full match.

Tip

When drilling with Ghost Practice, drop the playback speed first and match the ghost slowly, then step the speed back up toward normal. Learning the shape of the input at half speed and building up is faster than grinding it at full speed from the start.

Rename recordings as soon as you make them. A library of clearly named runs is far more useful than a stack of timestamps when you come back to practice later.

Works with the rest of OmniControl

Recorder sits alongside the rest of the OmniControl toolkit. It is closely related to Macros, which turn recorded input into a reusable trigger you can bind to a button or key, while Recorder focuses on review and practice. Save your Recorder work inside a per-game profile so the right library loads with the right game, and use the live controller viewer to confirm your hardware is reading cleanly before you capture. Read the full Recorder documentation for the complete workflow.

Warning

OmniControl is built for single-player and controller-friendly games. It is not a tool for defeating anti-cheat, and kernel-level anti-cheat competitive shooters are out of scope by design. Recorder replays your own captured input; it does not automate outcomes or bypass any title's rules. If a game rejects a feature, that is expected and OmniControl will not circumvent it.

Everything it does

Record

  • Buttons, sticks and triggers
  • Motion
  • The full input timeline

Replay

  • Timeline scrubbing
  • Variable playback speed
  • Loop playback
  • Controller animation preview

Ghost Practice

  • Side-by-side comparison against a ghost replay
  • Live stick and trigger deltas
  • Timing analysis and match percentage
  • Practice mode

Library

  • Search, rename, duplicate and sort
  • Import, export and delete

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