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Trigger Deadzones

hifihedgehog edited this page Apr 18, 2026 · 12 revisions

Trigger Deadzones

The Triggers tab controls how trigger input is processed. Each trigger has independent floor, ceiling, anti-deadzone, and sensitivity curve settings.

Trigger deadzone settings with range slider and sensitivity curve


Overview

Triggers are single-axis, one-direction inputs (0% released to 100% pressed). Deadzone settings control which portion of the physical range maps to virtual output. Sensitivity curves reshape the response.


Floor and Ceiling (The Range Slider)

Each trigger has a range slider with two handles defining the active physical range.

Floor (left handle). Deadzone

Any physical trigger value below the floor is treated as 0% output.

Solves: Trigger drift. Worn controllers often report a small non-zero value when fully released. A floor of 5-10% ignores that false input.

Example: Floor at 8%. Trigger reports 3% at rest due to wear. PadForge treats anything below 8% as zero.

Ceiling (right handle). Max Range

The physical trigger only needs to reach the ceiling to register as 100% output.

Solves: Triggers that cannot reach full travel, or creating a "hair trigger" effect.

Example: Ceiling at 60%. The moment the trigger reaches 60% travel, the game sees 100%. The remaining 40% is ignored.

Rescaling

Output is linearly rescaled between floor and ceiling, so you always get the full 0–100% virtual range within your chosen physical range.

Example (floor 8%, ceiling 60%):

Physical Virtual
Below 8% 0% (deadzone)
8% 0%
34% 50%
60% 100%
Above 60% 100% (clamped)

Anti-Deadzone

The Anti-Deadzone slider (0-100%) compensates for in-game deadzones stacking on top of PadForge's floor.

The problem

Many games apply their own internal deadzones. PadForge rescales output to start at 0% at the floor edge, but if the game also has a 10% deadzone, your trigger must travel past both before anything happens.

The solution

Anti-deadzone adds an immediate jump the moment the trigger crosses the floor. Output starts at the anti-deadzone percentage instead of 0%, then climbs to 100%.

Example: Anti-deadzone at 15%. The moment the trigger crosses the floor, output jumps to 15%, defeating the game's internal deadzone.

Recommended values

Value Effect
0% (default) No jump. Output climbs from 0%. Use when the game has no internal deadzone.
5-15% Compensates for typical in-game deadzones. Good starting point.
20-30% Stronger compensation for sluggish triggers.
50%+ Near-digital feel (on/off) at light press.

Sensitivity Curve

Trigger sensitivity preset dropdown

Each trigger has a Sensitivity Curve editor that reshapes how deflection translates to output. Applied after floor, ceiling, and anti-deadzone processing.

Horizontal axis = physical trigger position (post-processing). Vertical axis = final output sent to the game.

Preset Dropdown

Preset Behavior Best for
Linear 1:1 input-to-output. Straight diagonal line. General use (default).
Smooth Precision at light press; flattened at bottom. Fine low-end control with full output at full press.
Aggressive Amplifies small inputs; steep early rise. Quick response to light presses. Faster fire threshold.
Instant Near-digital; almost a step function. Triggers used as binary buttons.
S-Curve Flat at bottom, steep at top. Driving. Fine throttle at low speed, quick ramp to full.
Delay Flat at bottom, steep later. Larger dead area before the trigger kicks in.
Custom Appears when you edit control points. When no preset fits.

Interactive Curve Editor

A curve chart appears to the right of the trigger settings.

Action Result
Double-click chart Add a control point
Drag a point Reshape the curve
Right-click a point Remove it

A live indicator dot tracks your trigger's current position on the curve.

Editing control points switches the preset to "Custom." A reset button restores Linear.

Trigger settings with sensitivity curve and range controls


Recommended Settings by Genre

Racing. Gradual throttle and brake

Fine analog control across the full range.

Setting Left Trigger (Brake) Right Trigger (Throttle)
Floor 0–5% 0–5%
Ceiling 100% 100%
Anti-Deadzone 0–5% 0–5%
Sensitivity Curve S-Curve or Smooth S-Curve or Smooth

Full physical range with a curve that adds precision at partial press.

Shooters. Hair trigger for firing

Fire trigger must reach full output as fast as possible.

Setting Left Trigger (Aim) Right Trigger (Fire)
Floor 0–5% 0%
Ceiling 80–100% 40–60%
Anti-Deadzone 10–15% 15–25%
Sensitivity Curve Linear or Smooth Aggressive or Instant

Low fire ceiling means you only press halfway. Aggressive sensitivity makes light presses send high values. Keep the aim trigger range wider for control.

Platformers and action games

Triggers used as binary buttons (jump, dash, ability). Snappy feel.

Setting Both Triggers
Floor 5–10%
Ceiling 70–80%
Anti-Deadzone 10–20%
Sensitivity Curve Aggressive

Flight sims. Smooth analog throttle

Full precision across the entire range.

Setting Throttle Trigger
Floor 0%
Ceiling 100%
Anti-Deadzone 0%
Sensitivity Curve Linear

Keep defaults. Full physical range maps 1:1 to virtual range.


Reset Buttons

Every row has a reset button (circular arrow icon) that restores the default. A Reset All button at the top of each trigger section resets everything for that trigger at once.


Setting Values

All sliders support 0.1% precision (one decimal place). Each row has two input fields:

Field Description
Percentage Human-friendly value (e.g., 12.5 for 12.5%)
Digit Raw 16-bit axis unit (0–65535). Reference: 0 = 0%, 32768 = 50%, 65535 = 100%.

Changes apply immediately.


Live Value Bar

A bar and numeric readout below each trigger show current output after all processing (floor, ceiling, anti-deadzone, and sensitivity curve).

Press and release the trigger to see how your settings affect the output. The display shows both raw value and percentage (e.g., "32768 (50.0%)").


Custom DirectInput Triggers

When a slot uses DirectInput with the Custom preset, the Triggers tab adjusts based on TriggerCount:

TriggerCount Display
0 Triggers tab is empty
1 Controls for Trigger 1 only
2 Controls for Trigger 1 and 2 (same as Xbox 360 / DualShock 4)
3–8 Controls for each additional trigger (each uses 1 of 8 axes shared with sticks)

Each trigger gets independent range slider, anti-deadzone, sensitivity curve, and live value bar.


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