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Tuning & Configuration

Dive into aim tuning, keybinding, macros, and flight/arcade stick configuration for ReaSnow S2.

Customize every aspect of your S2 setup.

PageWhat You’ll Learn
Aim TuningDPI, report rate, sensitivity basics, 50-point curve editor, and deadzone setup
KeybindingMap keyboard and mouse buttons to controller inputs, combo keys, SAB, and vibration
Macro System10 groups × 50 macros with visual timeline editor — anti-recoil, combos, automation
Flight & Arcade StickJoystick axis mapping and arcade stick setup. Steering wheels are not supported

1 - Aim Tuning

Mouse sensitivity, DPI, report rate, curve editor overview, and controller dead zone settings for ReaSnow S2.

This section covers everything related to mouse aim tuning on S2 — from basic sensitivity setup to the 50-point curve editor and dead zone configuration.


Before You Tune

Get these fundamentals right first:

SettingRecommendation
Mouse DPI4000–16000 (5000 recommended)
Mouse Report Rate250–1000 Hz (500 Hz recommended)
Mouse AccelerationOFF (disable in mouse software)
In-Game SensitivityMAX (let S2 handle the curve, not the game)

Set your mouse to the recommended DPI and report rate using your mouse manufacturer’s software or onboard DPI button before connecting to S2.


Sensitivity Parameters

These are adjusted in the APP’s Mouse Advanced Settings page.

ParameterRangeDefaultDescription
HIP Sensitivity1–5000Per-configSensitivity when not aiming down sights (hip-fire)
ADS Sensitivity1–5000Same as HIPIndependent sensitivity when aiming down sights
Vertical Ratio10%–200%100%Vertical sensitivity as a percentage of horizontal
Minimum Speed0–1000Ignores mouse movement below this threshold — filters out micro-jitter

⚙️ Advanced: HIP and ADS each have independent sensitivity values. This lets you keep fast turning while hip-firing and a slower, more precise speed when scoped in.


Response Curve

S2 uses a 50-point Catmull-Rom spline curve that maps physical mouse movement to in-game stick output. Each point is a control node you can drag to reshape the response.

Learn how to use the curve editor in detail: Curve Editor


Dead Zone

If your aim drifts when you are not touching the mouse, or the crosshair moves too abruptly from a standstill, adjust the dead zone. This is also where you fine-tune the controller stick dead zone for authentication and gameplay.

Full reference: Deadzone Settings


Aim Assist

S2 offers two aim-assist algorithms for games that benefit from stick-acceleration-style reticle friction:

OptionBehavior
AStandard assist curve
BAlternate assist curve — try this if A feels too aggressive
OffNo aim assist applied

⚠️ Warning: Aim assist behavior varies by game. Test both options in your game’s practice range before committing to one.


Saving Your Settings

All aim parameters are automatically synced to S2’s RAM as you adjust them. To make settings permanent across power cycles, tap Save to Flash — otherwise changes are lost when S2 powers off.

1.1 - Curve Editor

50-point Catmull-Rom curve editor with 5 presets, free-hand drag editing, and per-game curve recommendations for ReaSnow S2.

The curve editor maps your physical mouse movement to in-game stick output. A well-tuned curve makes aiming feel natural — the crosshair moves exactly where you expect it to.

s2-app-aim-curve.png

How It Works

S2 samples your mouse movement and translates it through a Catmull-Rom spline curve with up to 50 control points. The X axis represents physical mouse speed; the Y axis represents the stick output sent to the console. Each point is an anchor you can drag to reshape the response.


5 Preset Curves

Start from a preset, then fine-tune. Tap any preset to load it onto the canvas.

PresetShapeBest For
LinearStraight diagonal lineDefault — stick output scales 1:1 with mouse speed. Start here if unsure.
Slow StartShallow ramp, steepens laterPrecision at low speed — ideal for sniping and long-range tracking
Fast StartSteep initial ramp, flattens laterQuick flick turns, close-quarters combat
S-CurveGentle S-shapeBalanced — fast flick with a precision zone in the middle
CustomYour own shapeStart from any preset, then drag points to create your own curve
s2-app-aim-curve-presets.png

Editing Controls

ActionHow To
Drag a pointTouch and drag any control point on the canvas
Add a pointTap an empty spot on the curve to insert a new control node
Reset a pointDouble-tap a control point to snap it back to default
X/Y Axis LockLock horizontal or vertical movement for fine adjustment of one axis
Swap X/YMirror the curve across the diagonal — unused for most setups, available for edge cases

Axis Options

For specialized scenarios, you can lock or swap the response axes:

OptionEffect
X LockVertical adjustment only — curve affects Y-axis output
Y LockHorizontal adjustment only — curve affects X-axis output
Swap X/YExchange X and Y axes — the curve editor applies to the opposite axis

💡 Tip: Most players leave both axes unlocked. Use axis locking only if you need different horizontal vs. vertical response — e.g., reducing vertical bounce during anti-recoil macros.


Per-Game Recommendations

Each official Game Config ships with a recommended curve tuned for that specific game. When you install a Game Config from the library, the curve is included automatically.

To see what curve the config recommends, open the curve editor after loading the config — the preset and point positions reflect the author’s tuning.

1.2 - Deadzone Settings

Stick dead zone and trigger threshold configuration for ReaSnow S2 — per-game differences, inner/outer dead zone, and precise numeric input.

Dead zones define how much physical movement is ignored before S2 begins outputting a stick or trigger signal. Properly tuned dead zones eliminate drift, reduce unwanted movement, and make stick response feel consistent across different controllers.


Controller Stick Dead Zone

Two controllers can have their dead zones configured: the authentication controller (plugged into USB1) and the main controller (USB2–4).

ParameterRangeDescription
Inner Dead Zone0–100Movement below this threshold is ignored. Higher = more stick movement required before output starts.
Outer Dead Zone0–100The maximum position before the stick is considered fully tilted. Lower = reaches 100% output sooner.

Authentication vs. Main Controller

ControllerUSB PortWhen to Adjust
Guide (Auth)USB1If the authentication controller’s stick is visibly drifting on the IO Monitor
MainUSB2–4If your gameplay controller’s stick feels too sensitive or not responsive enough at the edges

Trigger Dead Zone

Configure the inner and outer dead zone for analog triggers (L2/R2) on connected controllers.

ParameterRangeDescription
Trigger Inner Dead Zone0–100How far you must pull the trigger before output begins
Trigger Outer Dead Zone0–100How far before the trigger reaches 100% output

Trigger dead zones are useful for games where you want a hair-trigger response (lower inner dead zone) or need to prevent accidental trigger activation (higher inner dead zone).


Numeric Input

Every dead zone slider supports precise numeric entry. Tap the value to open an input box and type the exact number you want — no need to guess with the slider.


Dead Zone Shape

For the main controller sticks, choose between two dead zone shapes in the Game Settings page (alongside keybinding configuration):

ShapeBehavior
CircleEqual dead zone in all directions. Best for most games.
RectangleIndependent X and Y thresholds. Useful for games with strong horizontal-vertical aim asymmetry.

💡 Tip: Start with Circle and a low inner dead zone (5–10). Increase only if you notice stick drift on the IO Monitor.


Per-Game Differences

Different games interpret stick input differently. A dead zone that works for one FPS may cause sluggish aim in another. Always test after changing:

  1. Open the IO Monitor to see real-time stick values.
  2. Move the stick to the edges — verify both X and Y reach 100%.
  3. Release the stick — verify both axes return to 0.
  4. Adjust the inner dead zone up if values do not settle at 0, or adjust the outer dead zone down if values do not reach 100%.

⚠️ Warning: Setting the inner dead zone too high can create a “jump” when the stick passes the threshold. Keep the inner dead zone as low as your hardware allows.

2 - Macro System

Macro recording, editing, and group management on ReaSnow S2 — 10 groups, 50 macros each, visual timeline editor, anti-recoil, and 7 real-world scenarios.

S2’s macro system lets you record and play back sequences of button presses with millisecond precision. Use it for anti-recoil patterns, movement combos, rapid building, and any repeated input sequence.


Macro Structure

LevelCapacityDescription
Macro Groups10Each group is a container with its own activation hotkeys and trigger behavior
Macros per Group50Each macro is a sequence of timed button events
Steps per MacroUnlimitedLimited only by S2’s internal Flash capacity

Think of a group as a “loadout” for one game or playstyle. Switch between groups to change your entire macro setup.


Group Settings

Each macro group has independent settings:

SettingOptionsDescription
Activation Hotkeys4 per groupKey combos that activate macros within this group
Trigger ModeHold / Toggle / Press / Release / Double PressHow the activation hotkey triggers the macro
Execution ModeSingle / Parallel / LoopWhether macros run one-at-a-time, simultaneously, or on repeat

Trigger Modes

ModeBehavior
HoldMacro runs while the hotkey is held down; stops on release
TogglePress once to start, press again to stop
PressFires once on key-down, runs to completion
ReleaseFires once on key-up
Double PressFires when the key is pressed twice quickly

Execution Modes

ModeBehavior
SingleOne macro runs at a time. Pressing a new hotkey stops the current macro.
ParallelMultiple macros can run simultaneously. Useful for combining anti-recoil + movement.
LoopThe macro repeats continuously while the hotkey is held. Stops on release.

Macro Editor

The visual timeline editor is the core of macro creation. Each row is a time step; each column is an action.

s2-app-macro-editor.png
ParameterOptionsDescription
NameUp to 20 bytesMacro display name
TypeCommon / Anti RecoilAnti-recoil macros auto-activate in ADS scenarios
ScopeAll / HIP / ADS / HIP+ADSWhen the macro is allowed to run
Term ModeImmediately / Until Last LineImmediately = stop instantly on hotkey release; Until Last Line = finish current loop iteration
TimelineVisual drag editorAdd keyboard, mouse, and controller actions — each with its own duration

💡 Tip: Use the Play Test button to preview the macro in the editor before saving it to S2. The IO Monitor shows exactly what the macro outputs.


Anti-Recoil Macros

Anti-recoil macros are specialized macros that compensate for vertical weapon kick during ADS:

FeatureDescription
Type: Anti RecoilMarks the macro as a recoil-control sequence
Scope: ADSOnly activates when aiming down sights
Automatic ActivationFires automatically on ADS — no separate hotkey needed

Create a short sequence of downward stick movements timed to your weapon’s fire rate. The macro editor’s ms-level precision lets you match the recoil pattern exactly.


Macro Element Selector

When adding actions to the timeline, choose from three input categories:

CategoryExamples
KeyboardAny key — WASD, numbers, function keys
MouseLeft/Right/Middle click, side buttons, scroll wheel, DPI button
ControllerFace buttons, D-pad, bumpers, triggers, stick clicks

7 Scenario Examples

These real-world examples show what the macro system can do:

#ScenarioWhat It DoesTrigger Mode
1Recoil ControlDownward stick nudges timed to weapon fire rate — compensates vertical recoilHold (ADS)
2Bunny HopRepeated jump inputs at a fixed interval for sustained movement speedHold
3Fast BuildSequence of build-mode button presses — wall, ramp, floor in one keyPress
4Crouch ShotCrouch → fire → stand — strafes while ducking in and out of coverToggle
5Touchpad ActionSimulates PS4/PS5 touchpad press for games that use it as a map or menu buttonPress
6Auto LootRapid interact button presses to vacuum up loot in battle royale gamesHold
7Combo ChainMulti-step combo of attacks or abilities chained with precise timingPress

Recording a Macro

  1. Open the macro editor for the target macro slot.
  2. Tap the Record button.
  3. Press keys and buttons on your connected devices — S2 captures timing and order.
  4. Tap Stop to finish.
  5. Use the timeline editor to adjust timing, add delays, or insert new actions.
  6. Tap Play Test to preview.
  7. Save to Flash to persist to S2.

⚠️ Warning: Macros are saved to RAM automatically as you edit. Tap Save to Flash before powering off S2, or your changes will be lost.

3 - Keybinding

Button mapping, combo keys, SAB analog stick, and vibration settings on ReaSnow S2 — full mapping entries, 4 modes, 40 combo slots.

Keybinding translates your keyboard and mouse inputs into controller outputs. Each mapping tells S2: “when this key is pressed, send that controller button to the console.”


Config Structure

s2-mainn-sub-config.png
ElementCapacityDescription
Main Config1The primary configuration — game name, platform, activation hotkey, etc
Sub Configs5 (HIP / ADS / TBD1 / TBD2 / TBD3)Context-specific overrides — e.g., different mappings for hip-fire vs. ADS

Sub configs let you switch mapping layouts by context. For example, a sniper button that changes scope while ADS uses one mapping in the HIP config and a different one in the ADS config.


Sub Config Inheritance

Sub configs 2–5 can inherit mappings from the HIP config:

  • ADS inherits from HIP
  • TBD1 inherits from HIP
  • TBD2 inherits from HIP
  • TBD3 inherits from HIP

Inheritance means you use the same mappings.

ModeBehavior
DisabledThis sub config has its own independent mappings
EnabledThis sub config use the same mappings just as the HIP config

Keybinding List

The mapping list shows all slots with their default keys and target outputs:

s2-app-mkpass-list.jpg

Mapping Methods

s2-app-hotkey.png
Input MethodDescription
KeyboardBrowse a visual grid of all keyboard keys with icons
MouseLeft/Right/Middle/Side/Scroll Wheel/Mouse movements
Combo Keyspre-defined combination keys
SearchPress the physical buttons on devices plugged into S2 — APP captures the key code in real time

⚙️ Advanced — Search: Instead of picking from a grid, you press the actual key you want to use, and S2 learns it instantly. This is the fastest way to set a hotkey, especially for unusual keyboards.


Combo Keys

A combo combines two input keys (from keyboard, mouse, controller, or any compatible device) into a single virtual key, which is then mapped to a controller button output or used to activate a feature.

ParameterValue
Combo Groups5
Slots per Group8
Max Combos40

Each combo group holds 8 combo entries. Press the two assigned input keys simultaneously to trigger the virtual key, useful for actions that benefit from two-handed input or to create unique shortcuts that avoid normal-key conflicts.

💡 Tip: Combo Keys should be set properly in the “Combo Keys” page before its usage

s2-app-combo-keys.jpg

Analog Behavior

s2-app-sab.jpg

AB converts a digital key press into a timed analog stick/trigger movement - the controller sees the stick/trigger move, not a button press.

ParameterRangeDescription
EnableON / OFFToggle AB for this sub config
Duration20–5000 msHow long the analog stick moves
45° Min/Max45°-89°Defines the angular output range when W+A or W+D is pressed together. Min sets the lower-angle bound, Max sets the upper-angle bound, controlling how sharp or wide the diagonal feels.

💡 Tip: A game requires analog-style input for certain actions — AB converts a key press into that analog signal.


Vibration

Route vibration feedback to a connected controller:

ParameterOptionsDescription
DeviceNone / USB1 / USB2–4Which physical controller receives vibration
Intensity0–100Vibration strength

Saving Keybindings

Keybindings auto-sync to S2’s RAM as you edit. Changes are temporary until you tap Save to Flash — do this before powering off, or your mapping setup will revert.

4 - Flight & Arcade Stick

Flight stick, HOTAS, and arcade stick configuration on ReaSnow S2 — axis mapping, stick speed, and gyro-to-stick. Steering wheels are not supported.

S2 supports flight sticks (including standalone throttles), arcade sticks, and gyro-to-stick conversion. This page covers axis mapping, speed limits, and dead zone configuration for these peripherals.

⚠️ Warning: Steering wheels, pedals, force feedback, and any racing wheel subsystems are not supported on S2. See Specifications for the full unsupported features list.


Supported Peripherals

CategoryStatusNotes
Flight Stick (Joystick)✅Including HOTAS setups
Standalone Throttle✅Independent throttle quadrant devices
Arcade Stick✅—
Gyro-to-Stick✅Gyroscope sensor input converted to analog stick output
Steering Wheel❌Explicitly unsupported

Stick Settings

These apply to both analog sticks detected by S2:

ParameterRangeDescription
Left Stick Max Speed0–100Caps left stick movement speed. Lower = slower max tilt.
Right Stick Max Speed0–100Caps right stick movement speed.
Stick Dead Zone0–100Movement below this threshold is ignored. Eliminates drift from worn joysticks.
Speed Toggle HotkeyConfigurableAssign a key to switch between full speed and capped speed mid-game

Gyro-to-Stick

S2 can translate gyroscope motion from a supported controller into analog stick output — enabling motion-based aiming in games that do not natively support gyro.

FeatureDetail
Gyro input sourceBuilt-in gyroscope on supported controllers
OutputConverted to right stick analog values
Use caseMotion aiming in FPS games on platforms without native gyro support

💡 Tip: Gyro-to-stick sensitivity is controlled through the stick speed settings above. Increase right stick max speed for faster gyro response.


Flight Stick Axis Mapping

Each analog axis on a flight stick can be mapped independently to any S2 input port:

SettingOptionsDescription
USB PortUSB1–4Which physical USB port the flight stick is connected to
Axis TypeX / Y / Z / Rx / Ry / Rz / Slider7 axis types — select based on your stick’s physical axes
Mapping TargetIndependent per-axisEach axis maps to a specific S2 input channel
Dead Zone0–100Axis dead zone — per-axis, not global

A typical HOTAS maps:

  • X axis → Roll (ailerons)
  • Y axis → Pitch (elevator)
  • Z axis → Rudder (twist or pedal)
  • Slider → Throttle

Stick Response Curves

Multiple response curve types are available for analog sticks — choose based on your game and playstyle:

Curve TypeBest For
LinearDefault — 1:1 stick-to-output mapping
Slow StartPrecision around center — flight sim formation flying
Fast StartQuick response — dogfighting, arcade games

Select the curve in the stick settings page. The curve applies to the analog stick output, similar to how the mouse curve editor controls mouse-to-stick translation (see Curve Editor).