Radial controller deadzone preview

PC / FPS

Map a normalized stick vector through a radial inner and outer deadzone. Output magnitude is clamped and rescaled between the two limits. Square deadzones and proprietary game curves differ. No controller is read by this page.

Result

Mapped X
0.4562
Mapped Y
0.2281
Output magnitude
0.51

Formula

r = √(x² + y²); m = clamp((r − inner) / (outer − inner), 0, 1); output = vector / r × m

Related game questions

FPS, mouse & performance tools

Using this reference

This preview applies a radial deadzone to the entered X and Y vector. Values at or inside the inner radius map to zero. Values at the outer radius reach full magnitude; between them, magnitude is rescaled while direction is kept.

Try an axis-aligned input and a diagonal input with similar magnitude to inspect the shape. This is a mathematical preview, not a controller calibration. It does not read stick drift from hardware or reproduce a game that applies separate axis deadzones or another response curve.

Sources and scope

Public source snapshot; changes after this version may differ. 2026-11-03