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  • #124775

    The core of Hall Effect switches comes down to the magnet-sensor distance relationship, and most people gloss over why analog precision actually matters for rapid trigger. The Hall sensor outputs a voltage proportional to the perpendicular magnetic field strength, which for a surface-mount magnet roughly follows an inverse power law with distance (B ∝ 1/r^n, where n sits somewhere between 2 and 3 depending on magnet geometry). What this means in practice is that your analog travel curve isn’t linear—near the top of the travel the field changes fastest, so your resolution is best in the first few millimeters. For rapid trigger this is actually ideal because that’s exactly where you need the tightest detection when you’re modulating actuation points at sub-millimeter precision. The firmware maps that non-linear Hall voltage to a normalized 0-1 position value, and the rapid trigger algorithm compares the current position against your dynamically set actuation (X_a) and reset (X_r) thresholds on every poll.

    The math that actually wins races is in the reset window logic, not the actuation point. Unlike a mechanical switch that physically resets at a fixed travel distance, rapid trigger resets as soon as

    "Apex Legends Master S12-S17 | 1200 DPI @ 1.2 Sens • EU West"
    #119035

    Here’s the thing most people get backwards when they frame this as “C++ vs GC”: the real question isn’t native vs. managed, it’s frame-time predictability. In competitive titles, a 16.6ms budget that occasionally spikes to

    "Apex Legends Master S12-S17 | 1200 DPI @ 1.2 Sens • EU West"
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