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
- Mouse sensitivity: eDPI, cm/360 and DPI changes
- Horizontal and vertical FOV for a game display
- FPS and frame time budget
- Analyze a game frametime sample
- Summarize gaming ping samples
- Gaming packet loss from sent and received counts
- How much space will a gameplay recording use?
- Game download time from size and bandwidth
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