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Deadzones explained: how to set them from real measurements

A deadzone hides drift and noise, but too much of it makes aiming and steering feel vague. Here's how deadzones work and how to choose the smallest value that still does the job.

No analog sensor is perfectly still. A stick at rest reports tiny values around zero, and a pedal with your foot off may hover at 0.3%. A deadzone is a range of input that the game or driver ignores. Set it well and you never notice it. Set it too large and you lose fine control. Set it too small and your character walks on its own.

Types of deadzone

Inner deadzone (center deadzone)

Ignores small movements near the rest position. This is the setting that hides stick drift and pedal noise. With a 10% inner deadzone, nothing happens until the stick is 10% away from the center.

Outer deadzone (saturation)

Treats the last part of the range as 100%. It's useful when a stick or pedal doesn't quite reach its maximum, since the value is then rounded up to a full input. Set the wrong way round, it can do the opposite and stop an input short. See pedals not reaching 100%.

Radial vs. axial deadzone (sticks)

  • Radial: the deadzone is a circle around the center. Any direction is treated the same way. It's the most natural shape for movement and aiming.
  • Axial: each axis has its own deadzone, which forms a cross-shaped dead area. It makes it easier to move in perfectly straight lines, but small diagonal movements “snap” to the axes.

Many games use a radial deadzone, with an axial option in their advanced settings. Steam Input lets you choose the shape for many controllers.

InnerOuterAxialarea the game ignores or treats as 100%
The three deadzone types. Shaded areas are ignored (inner, axial) or rounded up to full input (outer).

Why a bigger deadzone isn't always better

A deadzone hides everything inside it, including movements you make on purpose. In a shooter, a 15% inner deadzone means fine aim adjustments don't register. The game then has to scale the remaining 85% of the range, so movement just outside the deadzone feels like a jump. In racing, a steering deadzone makes the car vague around the center, which is why most sim racers set it to 0% for steering.

How to choose a deadzone from a measurement

  1. Sticks: run the drift test. The suggested deadzone is the measured maximum drift plus a small margin, rounded up. Use that value as your inner deadzone.
  2. Pedals: run the noise test in the pedal tester. If the rest value is 0–1% and noise is small, an inner deadzone of 1–3% is plenty. If the pedal doesn't reach 100%, a small outer deadzone of 1–3% can help.
  3. Flight sticks: watch the X/Y plot in the joystick tester with your hand off the stick. Many Hall effect sticks need little or no deadzone. Older potentiometer sticks may need a few percent.
  4. Test in the game, then reduce the value step by step until drift or creep just starts to show, and go back one step.

Where to set it

  • In the game: the best option when available, because the game knows how it uses the input.
  • In the driver or companion software: wheels and pedals often have deadzone or range settings in their manufacturer's software. They apply in every game.
  • In Steam Input: per controller and per game, with radial or axial shapes and response curves.

Avoid setting deadzones in more than one place at the same time. They stack, and the combined effect is hard to predict.

Deadzone is a workaround, not a cure

If the deadzone you need keeps growing over months, the sensor is wearing out. In that case, read how to fix stick drift for longer-term solutions.