Logitech G Hub Rapid Fire Setup: Step-by-Step Configuration and Delay Proof
Input frequency is governed by the total duration of one complete loop cycle: the down-click duration, the interval before release, and the pause before the subsequent click begins. Dropping delays down to 1ms rarely yields 500 CPS in practice. Most game engines tie input polling to their internal tick rate or frame dispatch loop. Sending commands faster than the game process can register results in dropped packets, erratic weapon stutter, or software-induced frame pacing drops.
To achieve a clean target Clicks Per Second (CPS), apply the standard reciprocal timing formula: Total Cycle Time (ms) = 1000 / Target CPS. Because a single click requires both a down-stroke delay and an up-stroke delay, split this total cycle time evenly between the two states.
| Target Rate | Down Delay | Up Delay | Engine Compatibility |
|---|---|---|---|
| 10 CPS | 50 ms | 50 ms | Universal (Source, Unreal, Unity) |
| 16.6 CPS | 30 ms | 30 ms | High stability across modern 64-tick servers |
| 25 CPS | 20 ms | 20 ms | Moderate; semi-auto fire caps often cap out here |
| 50 CPS | 10 ms | 10 ms | High risk; causes severe packet loss in tick-limited games |
For tactical shooters with built-in trigger caps, configuring delays below 25ms yields zero additional weapon performance. In titles like Apex Legends or Call of Duty, firearms possess hardcoded re-fire delays. Triggering an input while the weapon animation cycle is mid-recovery discards that stroke entirely, producing a frustrating stutter rather than rapid fire. Setting a balanced 30ms down / 30ms up timing profile ensures the weapon cycles at its maximum allowable mechanical ceiling.