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Trigger Deadzones

hifihedgehog edited this page May 20, 2026 · 12 revisions

Trigger Deadzones

Set a floor, a ceiling, an anti-deadzone, and a sensitivity curve for every trigger.

Trigger deadzone settings with range slider and sensitivity curve

Triggers go from 0% released to 100% pressed in one direction. The Triggers tab carves out which part of the physical pull counts and reshapes the response on top.


Floor and ceiling

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

Floor (left handle)

Any physical value below the floor counts as 0% output.

  • Fixes trigger drift. A worn trigger can report a small non-zero value at rest, and a floor of 5–10% ignores that.
  • Example. Floor at 8%, trigger reports 3% at rest. PadForge treats anything below 8% as zero.

Ceiling (right handle)

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

  • Fixes triggers that cannot reach full travel.
  • Also gives you a hair-trigger effect.
  • Example. Ceiling at 60%. The moment the trigger reaches 60% travel, the game sees 100%. The last 40% is ignored.

Rescaling

Output is linearly rescaled between the floor and ceiling. You always get the full 0–100% virtual range across the physical range you picked.

Example with floor 8% and 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%) cancels out in-game deadzones that stack on top of PadForge's floor.

What it solves

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

What it does

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

Example. Anti-deadzone at 15%. The moment the trigger crosses the floor, output jumps to 15% and the game's internal deadzone is already covered.

Picking a value

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

Sensitivity curve

Trigger sensitivity preset dropdown

Each trigger has its own Sensitivity Curve. It runs after the floor, ceiling, and anti-deadzone. Horizontal axis is the physical trigger position after processing. Vertical axis is the final value sent to the game.

Presets

Preset Behavior Best for
Linear 1:1 input to output. Straight diagonal. General use (default).
Smooth Precision at light press, flattened at the 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 the bottom, steep at the top. Driving. Fine throttle at low speed, quick ramp to full.
Delay Flat at the bottom, steep later. Larger dead area before the trigger kicks in.
Custom Appears once you edit any control point. When no preset fits.

Interactive editor

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

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

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

Editing any point switches the preset to Custom. The reset button restores Linear.


Live value bar

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

Press and release the trigger to watch your settings shape the output. The display shows both raw value and percentage, like 32768 (50.0%).


Setting values

Every slider has 0.1% precision. Each row has two input fields:

Field What it accepts
Percentage Human-friendly value (12.5 for 12.5%).
Digit Raw 16-bit axis unit (0–65535). 0 is 0%, 32768 is 50%, 65535 is 100%.

Changes apply immediately.


Reset buttons

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


Recommended settings by genre

Starting points only. Test in-game and adjust.

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 plus a curve that adds precision at partial press.

Shooters. Hair trigger to fire

The 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

A 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 full range.

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

Keep defaults. Physical range maps 1:1 to virtual.


Custom DirectInput triggers

When a slot uses Extended output with the Custom preset, the Triggers tab adapts to TriggerCount:

TriggerCount Display
0 Triggers tab is empty
1 Trigger 1 only
2 Trigger 1 and 2 (same as Xbox or PlayStation)
3–8 Each extra trigger gets its own row. Each uses 1 of the 8 axes shared with sticks.

Every trigger gets its own range slider, anti-deadzone, sensitivity curve, and live value bar.


Related pages


Last updated for PadForge 3.2.0.

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