guide / PC field manual

God of War 3 Remastered PC Controller Support

The community port documents DualSense, Xbox and other controllers through SDL3, alongside a remappable keyboard. Use Game → Controls for mappings and button-icon choices; connect the intended controller before restarting. If a correctly mapped QTE still will not advance at 120/240 engine FPS, the release’s workaround is 60 engine FPS for that spot.

2.4.1 README and release-commit implementation. No exhaustive wired/Bluetooth device matrix is provided; a supported controller family is not a promise for every device/connection combination.

Published · Updated

Sources checked · Port release 2.4.1

The control table distinguishes the pause, photo and port menus; QTE checks separate mapping from high-frame-rate behavior.

Configure and confirm the intended device

  1. Connect before the comparison

    Connect the intended controller, open Game → Controls and inspect the active mappings. Restart after connecting a new device; the README specifically notes a restart for picking up a new controller.

  2. Save the mappings you intend to test

    Use the launcher’s mapping controls for the selected input. Save pending settings and launch. Check a menu movement/confirm action before diagnosing a later combat prompt.

  3. Choose the matching button icons

    Under Game → Controls → In-game button icons, choose Match my controller, Xbox or Nintendo if desired. The replacement is opt-in; PlayStation icons remain the default. Restart and inspect a tutorial or QTE prompt.

  4. Check vibration separately

    Set Vibration from 0% to 100%; 0% disables it. A successful mapping does not itself prove a device’s vibration path. 2.3.0 records Windows in-game checks at 100%, 50% and 0%.

Sources: Project README · Keyboard and controller controls · Project README · What works · 2.3.0 release · 15 October 2026 UTC

God of War III Remastered input, prompts and timing are separate schematic with labelled task distinctions.
Controller troubleshooting schematic; it does not depict a tested connection or an actual game prompt.

Pause, photo and port-menu inputs

Changing glyphs replaces tutorial, move-list and QTE icons. The pause-menu controller drawing remains a DualShock 4. The launcher writes patched copies into the port data folder rather than changing your game folder; that drawing is therefore not a reliable test of whether the icon choice worked.

Default special inputs; custom profiles may differ

On a narrow screen, scroll the table horizontally to read every column.

ActionController inputKeyboard equivalent
Open the port menuR3 + L2Insert
Switch port-menu tabsL1 / R1Q / E
Pause, on a controller without a touchpadViewBackspace
Photo mode, without a touchpadL1 + ViewTab
DualSense touchpad behaviorPS4-style left/right clicks; Share/Create acts like ViewTab / Backspace
Save-list selection and confirmationD-pad to choose; Cross confirms; Circle cancelsArrows; Enter; Esc

Source: Project README · Keyboard and controller controls

Separate detection, mapping and a stuck prompt

A device that does not move through menus, a wrong action from one button and a QTE that receives the expected button but never advances describe different failures. Use the keyboard mapping table to compare the expected PlayStation button without assuming every contextual prompt has the same action.

For a clean comparison, temporarily avoid stacking several remapping layers: keep a note of Steam Input and launcher choices, change one layer and restore it if the test does not help. This is a diagnostic isolation method, not proof that Steam Input is generally incompatible.

2.4.0 lists button-mashing prompts and blocked paths at 120/240 engine FPS. Set Engine frame rate to 60, apply/restart, pass the affected spot, then restore the previous engine setting if desired. Reducing only the presentation limit is a different change. Engine versus presentation settings explains the distinction.

If the device still fails in basic menus, record controller model, connection, runtime tag, OS, mapping profile and any extra remapper. A failed high-rate prompt alone does not establish defective controller hardware.

Sources: Project README · Keyboard and controller controls · 2.4.0 release · 16 October 2026 UTC

Sources and method

Prepared by GOW III · PC Field Guide from the linked maintainer documentation, release records and attributed original reports, with AI assistance in research, writing and implementation. We have not played or independently benchmarked the game. Source checks describe the records read, not our own gameplay results.

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