Your sensitivity belongs in the emulator, not in the game

When your mouse arrives at the game as a virtual controller, there are two sensitivity stages in the chain: the game's own controller-sensitivity slider, and the mouse-to-stick conversion in Inputize. The single most common configuration mistake is splitting the work between them. It should not be split: set the in-game controller sensitivity to its maximum value and manage your real sensitivity in Inputize with the hip/ADS sliders and the response curve.

The reason is dynamic range. A stick reports deflection as a 0–100% value, and the game's sensitivity slider does not create new deflection — it scales and compresses the input it receives through the game's own internal curve. At low in-game sensitivity, your carefully shaped stick signal gets re-processed: fine gradations near the top end collapse together, small deliberate corrections can fall under the game's internal thresholds, and the 1:1 relation between your mouse speed and final deflection that the response preview graph shows you is no longer what the game actually applies. At maximum in-game sensitivity the game scales nothing — what Inputize's engine computed is what the game acts on, at full resolution.

Why max sensitivity also helps aim assist

Aim-assist zones are defined in stick space: slowdown bubbles and rotational pull react to deflection and deflection velocity of the stick itself. This is the part of the setup the virtual-controller community has repeated for years, and it holds: a compressed signal (low in-game sens) spends more time in the sluggish bottom of the game's response, under-faces the velocity thresholds that keep rotational assist engaged, and generally makes the assist feel intermittent. Max in-game sensitivity keeps your real movement velocities inside the range the assist was tuned for — the assist engages the way it does for a native controller player who maxed their own slider, which is exactly what competitive controller players do.

The catch: maximum sensitivity makes raw output look machine-perfect

Push the game's scaling out of the way and one uncomfortable fact surfaces: an unshaped mouse-to-stick conversion produces deflection jumps that no human thumb produces. A real stick moves between positions over tens of milliseconds; a raw conversion snaps 0→100% in a single tick. Those machine-perfect edges are exactly the signature that naive detection heuristics in some games look for — and they also feel wrong: twitchy micro-corrections, harsh overshoot on flicks.

This is what SAB (Simulate Analog Behavior) exists for. It is Inputize's humanization layer, and it runs on both sticks: Movement SAB shapes the left stick so WASD presses ramp to full deflection along an eased human S-curve (~20 + value ms), and Aiming SAB 2 drives the right stick — your aim — through the same human-rate pipeline. On top of the ramp, Variance re-rolls each gesture's timing by up to ±15% on a 400–700 ms human cadence, and Micro adds a tiny live texture at deflection edges. The result: no two WASD presses or aim gestures produce the identical, repeated edge a heuristic could flag, output updates gradually like a real thumb, and release decays at human rate instead of snapping to center.

The honest part about detection

No emulator — Inputize included — can promise undetectability in any specific game, and any developer who promises that is selling you something. What SAB honestly does is remove the strongest statistical tells an input analyzer can find: instant 0→100 edges, constant-rate ramps, repeated identical gestures. What remains is stick motion with the same macro shape and time structure as a real thumb. Whether a game's anti-cheat accepts virtual controllers at all is always the publisher's decision — check the rules of what you play.

The checklist

  1. In-game controller sensitivity: maximum (and controller response curve/deadzone presets in-game: default or off — Inputize already shapes the stick).
  2. Real sensitivity: Inputize hip/ADS sliders plus the response curve — tune them in the live preview graph, not in the game.
  3. Movement SAB (left stick): raise the master above 0; 40–60 is a good human-ramp range for WASD. Variance and Micro ship at 0 — raise them if you want the full humanization layer.
  4. Aiming SAB 2 (right stick): the Apex and Warzone templates ship pre-tuned advanced values — raise the master slider to engage. Watch the ramp live in the Input monitor (ring = target, dot = pad output).
  5. Trigger SAB (LT/RT press ramp): for analog-trigger games, a squeeze ramp reads as a human trigger pull instead of an instant snap.