Technical Reference
The deep tier. These pages document how PadForge works inside: the
architecture, the polling pipeline, the drivers, and the wire protocols.
Nothing here is required reading for using the app.
Architecture
Integrations and drivers
Protocols and subsystems
| Page |
Covers |
| DSU Motion Server |
The Cemuhook motion server |
| DSU Protocol |
The wire protocol itself |
| Remote Link Internals |
Cross-PC device sharing on the wire |
| External Control Internals |
The profile control pipe, its command grammar, and the held-profile state |
| Steam Workshop Import Internals |
The VDF parser and config translator |
| Controller Audio Internals |
Speaker and haptic audio paths |
| Steam Controller Haptics Internals |
The 2026 pad's PCM actuator stream and the tone lane it falls back to |
| Sensa Haptics Internals |
Controller rumble as a Razer Sensa HD effect through Interhaptics |
| Lightbar Mirrors Internals |
A game's lightbar write out to Razer Chroma and Logitech LIGHTSYNC |
| Virtual VR Controllers Internals |
One slot, a SteamVR hand pair, and the haptic return path |
| OpenXR Input Internals |
Talking to the OpenXR runtime directly, the headless session, and the three interaction profiles |
| Headset Head Tracking Internals |
The descriptor probe and rotation-to-rate synthesis |
| Head Tracking Internals |
The OpenTrack datagram, the FreeTrack heap, and the scaling into six axes |
| Wheel Force Feedback Internals |
DirectInput FFB effects |
| MIDI Input Internals |
MIDI parsing and routing |
| Logitech G-Keys Internals |
Loading the vendor library, the callback, and the 32-bit key word |
| Handheld PC Buttons Internals |
The three delivery paths a hidden button can arrive on, and the learners |
| Wii Controllers Internals |
Extensions, Motion Plus, IR camera |
| 2D Overlay System |
The overlay renderer |
| 3D Model System |
The 3D controller models |
Last updated for PadForge 4.5.0.