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Stick Deadzones

hifihedgehog edited this page Apr 18, 2026 · 11 revisions

Stick Deadzones

The Sticks tab controls how thumbstick input is processed. Each stick has independent deadzone, anti-deadzone, response curve, sensitivity, max range, and center offset settings.

Stick deadzone settings with circular preview and sliders


Parameter Reference

Parameter Range Description
Deadzone X / Y 0–100% Input below this threshold is ignored. Removes stick drift. Set per axis.
Anti-Deadzone X / Y 0–100% Minimum output the instant the stick crosses the deadzone. Defeats in-game deadzones. Set per axis.
Linear 0–100% Blends between the anti-deadzone curve (0%) and pure linear response (100%). Shared across both axes.
Deadzone Shape Dropdown Geometric shape of the deadzone region. Circle, cross, wedges, or hybrid.
Sensitivity X / Y Preset or Custom Per-axis curve applied after deadzone processing. Reshapes output across stick travel.
Center Offset X / Y -100–100% Shifts the deadzone center to match the stick's actual resting position. Applied first.
Max Range X / Y 1–100% Physical deflection treated as full output. Per-direction for asymmetric sticks.

Processing Order

  1. Center Offset. Corrects hardware drift
  2. Deadzone. Zeroes input within the deadzone region
  3. Max Range. Caps input ceiling
  4. Sensitivity Curve. Reshapes response
  5. Anti-Deadzone. Adds minimum output floor
  6. Linear. Blends between curved and linear response

Deadzone Shape

Deadzone shape dropdown

The shape dropdown changes the deadzone geometry. Default is Scaled Radial.

Scaled Radial (default)

Circular (or elliptical) deadzone. Output is rescaled so it starts at zero at the deadzone edge and ramps smoothly to full. No jump at the boundary.

  • Best for: Most games and players. Treats all directions equally, preserves diagonals, feels natural.
  • Example: Third-person movement feels consistent whether pushing forward, sideways, or diagonally.

Radial

Same circular region as Scaled Radial, but without rescaling. Output jumps to the raw magnitude when crossing the boundary.

  • Best for: Raw stick feel with drift filtering only. Useful when the game already applies its own rescaling.

Axial

Deadzones applied independently per axis. The region forms a cross (vertical and horizontal strips). Each axis is unaffected by the other.

  • Best for: Games requiring precise single-axis movement. 2D platformers, top-down strategy, menu navigation.
  • Example: In a side-scroller, vertical wobble does not bleed into horizontal movement.

Hybrid

Two-stage: Scaled Radial eliminates center noise, then Sloped Scaled Axial adds wedge-shaped axis filtering. Smooth center behavior with axis-snapping precision.

  • Best for: Competitive shooters needing clean center behavior and precise cardinal-direction tracking.
  • Example: Tracking a target moving horizontally without vertical aim drift, while diagonals still feel natural.

Sloped Scaled Axial

Wedge-shaped deadzone regions. The effective deadzone on each axis grows as the other axis deflects further. Pushing hard in one direction widens the deadzone on the perpendicular axis. Output is rescaled.

  • Best for: Racing, flight sims. Strong axis-locking for clean straight-line input.
  • Example: Steering hard right filters out minor Y-axis wobble automatically.

Sloped Axial

Same wedge regions as Sloped Scaled Axial, but without rescaling. Output may jump at the boundary.

  • Best for: Same scenarios as Sloped Scaled Axial when the game handles its own rescaling.

Visual Comparison

The preview updates as you change the shape:

Shape Preview
Scaled Radial / Radial Circle (ellipse when X and Y differ)
Axial Cross pattern
Sloped / Sloped Scaled / Hybrid Wedge regions

A reset button next to the dropdown restores Scaled Radial.

Stick settings showing deadzone shape dropdown and sensitivity curves


Anti-Deadzone

Many games have built-in deadzones you cannot disable. Anti-Deadzone compensates by guaranteeing a minimum output the instant the stick crosses PadForge's deadzone boundary.

How It Works

With Anti-Deadzone at 20%:

Stick Position Output
Inside deadzone 0%
Just past deadzone Jumps to 20%
Full deflection 100%
In between Spread across 20–100%

Formula: output = antiDeadZone + (stickInput * (1 - antiDeadZone))

Recommended Values

Anti-Deadzone Effect Use When
0% No offset. Output starts at zero Game has no internal deadzone
5–10% Small boost past minor game deadzones Slight sluggishness when first moving the stick
15–25% Guarantees immediate response Noticeable game deadzone eating small aim adjustments
30–50% Significant initial jump Very aggressive built-in deadzones (older titles, some ports)

Finding the Right Value

  1. Set the deadzone just high enough to eliminate drift.
  2. Slowly push the stick and watch the preview dot. If the dot moves but nothing happens in-game, the game's deadzone is eating your input.
  3. Increase anti-deadzone in 5% increments until the game responds immediately.
  4. Stop once the game responds. Going higher compresses your usable range.

Linear Response

The Linear slider blends between two response modes:

Linear Behavior
0% (default) Output follows the anti-deadzone curve. More precision near center, compressed range near full deflection.
25–50% Moderate blend. Some curve remains. Good middle ground for precision and speed.
75–100% Nearly or fully linear. Equal stick travel produces equal output change. Direct feel.

If anti-deadzone is at 0%, the Linear slider has no effect. The response is already linear.


Sensitivity Curves

Sensitivity preset dropdown

Each stick has independent Sensitivity X and Sensitivity Y curve editors that reshape how deflection maps to output after deadzone processing.

Presets

Preset Feel Best For
Linear 1:1 input-to-output. Predictable, consistent. Raw control with no reshaping
Smooth Extra precision near center, full output at edge General-purpose. Most games
Aggressive Small inputs produce large output. Twitchy, responsive. Fast reactions over fine control
Instant Near-digital. Small flick produces almost full output Quick 180 turns, quick-scoping
S-Curve Precision at low deflection, steep ramp at full Competitive shooters. Fine aim + fast turns
Delay Output stays low until ~80% deflection, then surges Sniping. Very fine aim, slower turns
Custom User-defined control points Appears when you edit the curve

Interactive Curve Editor

Two charts appear side by side, one per axis. Input maps horizontally, output vertically.

  • Double-click to add a control point
  • Drag a control point to reshape the curve
  • Right-click a control point to remove it

Editing control points switches the preset to "Custom." A reset button restores Linear.

A live indicator dot tracks your stick's current position on the curve, showing the exact output as you move.


Center Offset Calibration

Some controllers drift at rest because the stick's resting position is off-center electrically. The typical fix is a larger deadzone, but that wastes range.

Center offset shifts the deadzone to the stick's actual resting position, letting you use a smaller deadzone while fully eliminating drift. Applied before all other processing.

When to Use

  • The raw readout shows a non-zero value at rest
  • The preview dot sits off-center when the stick is untouched
  • You need a larger-than-expected deadzone to stop drift
  • The controller is worn or aged

Automatic Calibration

  1. Place the controller on a flat surface. Do not touch the stick.
  2. Click Calibrate Center for that stick.
  3. PadForge samples raw values for ~0.5 seconds (15 readings) and calculates the average offset.
  4. Center offset X and Y are set automatically to negate the measured drift.

Manual Adjustment

Each axis has a Center Offset slider ranging from -100% to +100%:

Value Effect
Positive Shifts center right (X) or up (Y)
Negative Shifts center left (X) or down (Y)
0% No correction (default)

Max Range

Max Range controls how far you must push the stick to reach full (100%) output.

Many controllers cannot physically reach 100% deflection, especially in corners, and sticks lose range with wear. Reducing Max Range tells PadForge to treat a lower physical deflection as full output.

Max Range Effect
100% Default. Full physical range required
85% Full output at 85% deflection. Good for sticks that cannot reach the corners
70% Full output at 70%. Limited travel or short-throw preference
50% Full output at half deflection. Very sensitive

Finding the Right Value

  1. Push the stick to its physical limit in each direction.
  2. Note the highest raw percentage displayed.
  3. Set Max Range to match. If the stick reaches 87%, set it to 87%.
  4. Full stick push now produces 100% output.

Per-Direction Max Range

Each axis supports independent max range values for each direction. This addresses asymmetric sticks. For example, pushing right reaches 95% but pushing left only reaches 82%.

Control Direction
Min Range X Leftward deflection
Max Range X Rightward deflection
Min Range Y Downward deflection
Max Range Y Upward deflection

All values range from 1–100%, defaulting to 100%.

When to Use

  • Worn controllers. One side has less spring-back than the other
  • Asymmetric hardware. Manufacturing variations in third-party controllers
  • Physical obstructions. Shell or grip limiting travel in one direction

Setup

  1. Push the stick fully in each direction, one at a time.
  2. Note the raw percentage for each direction.
  3. Set each direction's max range to match.
  4. Verify the preview dot reaches the edge in all four directions.

Live Preview

A circular preview next to the sliders shows processed stick output in real time.

  • Deadzone region. Shaded shape in the center matching the selected shape (circle, cross, or wedges)
  • Output dot. Fully processed position after all stages

Using the Preview

Task What to Watch
Testing drift Release the stick. Dot off-center? Increase deadzone or calibrate center offset.
Testing shape Push slowly outward in various directions. The dot starts moving at the deadzone edge.
Testing sensitivity Push from center to edge. Watch how quickly the dot accelerates.
Testing max range Push to the physical limit. Dot not reaching the edge? Reduce max range.

Reset Buttons

Every row has a reset button (circular arrow icon) that restores the default. A Reset All button at the top of each stick section resets everything for that stick at once.


Setting Values

Each slider supports 0.1% precision. You can:

  • Drag the slider for quick adjustment
  • Type a percentage into the number field
  • Type a raw digit value (0–32768) for hardware-level precision

Changes apply immediately.


Recommended Settings by Genre

Starting points only. Use the preview and in-game testing to fine-tune.

First-Person / Third-Person Shooters

Setting Left Stick (Movement) Right Stick (Aiming)
Deadzone 5–8% 3–6% (as low as possible)
Anti-Deadzone 0–5% 10–20%
Linear 50–75% 25–50%
Shape Scaled Radial Hybrid or Scaled Radial
Sensitivity Linear or Smooth S-Curve or Smooth
Max Range Calibrate to stick Calibrate to stick

Movement sticks are forgiving. Aim sticks need the tightest deadzone for micro-adjustments. Anti-deadzone on the aim stick defeats the game's internal deadzone. S-Curve gives precision near center and fast turns at the edge. Hybrid helps hold pure horizontal tracking.

Racing Games

Setting Left Stick (Steering) Right Stick (Camera)
Deadzone 3–8% 5–10%
Anti-Deadzone 0% 0%
Linear 0–25% 50%
Shape Sloped Scaled Axial or Scaled Radial Scaled Radial
Sensitivity Smooth or Delay Linear
Max Range Calibrate to stick 100%

Zero anti-deadzone avoids sudden jumps. Smooth or Delay curves add precision near center for gentle corrections. Sloped Scaled Axial locks onto pure left/right without vertical wobble.

Flight Simulators

Setting Left Stick (Pitch/Roll) Right Stick (Yaw/Throttle)
Deadzone 2–5% (as low as possible) 3–8%
Anti-Deadzone 0% 0%
Linear 0–25% 25–50%
Shape Scaled Radial Scaled Radial or Axial
Sensitivity Smooth or Delay Smooth
Max Range Calibrate to stick Calibrate to stick

Flight controls are sensitive. Most time is spent making small corrections. Low deadzones preserve the full analog range. Smooth or Delay curves widen the precision zone near center.

Platformers and Action Games

Setting Left Stick (Movement) Right Stick (Camera)
Deadzone 8–15% 8–15%
Anti-Deadzone 5–15% 0–10%
Linear 50–75% 50%
Shape Scaled Radial or Axial Scaled Radial
Sensitivity Linear or Aggressive Linear
Max Range 100% 100%

Platformers need instant response. Higher anti-deadzone and Aggressive sensitivity feel snappy. Axial shape works well for 2D platformers needing strict horizontal/vertical control without diagonal bleed.

Strategy and Menu Navigation

Setting Left Stick (Cursor/Selection)
Deadzone 15–25%
Anti-Deadzone 10–20%
Linear 75–100%
Shape Axial
Sensitivity Linear
Max Range 100%

Axial shape isolates each axis for clean cardinal movement without diagonals. Higher deadzone prevents accidental inputs. Linear response keeps cursor speed predictable.


Custom DirectInput Sticks

When a slot uses DirectInput with the Custom preset, the Sticks tab adjusts based on ThumbstickCount:

Thumbstick Count Behavior
0 Sticks tab is empty
1 Controls for Stick 1 only
2 Controls for Stick 1 and Stick 2 (same as Xbox 360 / DualShock 4)
3–4 Additional sticks shown (each uses 2 of the 8 available axes shared with triggers)

Each stick gets its own independent deadzone, anti-deadzone, linear settings, and circular preview.


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