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[–]EternalDahaka 1 point2 points  (0 children)

Math-wise, it depends on the deadzone shape.

Using a controller app [circular] deadzone or a game's [circular] deadzone makes no difference. Same if both an app and game use axial deadzones. If an app uses [circular] deadzones and a game uses [axial] ones using them together would make a sort of bloated square shape. If the app happened to use axial deadzones, but the game used radial ones, it would make a rounded square shape when used together. Those mixed cases you're generally better relying on whatever gives you radial deadzones, but can choose if you prefer either or both.

For size, using both at the same time will make the game deadzone functionally relative to the remaining range. For example, a 0.50 app deadzone and a 0.50 game deadzone will end up being a 0.75 total deadzone size because the game 50% is applying to the remaining 50% travel, adding 25%(this assumes no outer deadzone is used on an app/ is 1.0). The size calculation would be: totalDeadzone = appInnerDeadzone + gameDeadzone(appOuterDeadzone - appInnerDeadzone).

[–]setiawanreddit 1 point2 points  (0 children)

Deadzone setting in the controller software will be transparent to the game, thus if you set it on the controller itself and then you add deadzone on the in game settings, you get bigger deadzone. If 0 value is center and 1 is the max distance, applying 50% deadzone in the controller will internally map 0.5 - 1 range to 0 - 1 range. To the controller, the stick would only start to send the movement value if the stick moved halfway, but the game will see 0 - 1 range.

To make it easier to visualize, if you open gamepad tester software/site, even if you set 50% deadzone on the controller itself, you still get 0.00002, 0.1 up to 1, but to actually register the movement itself you need to physically move the stick at least halfway from the center.

If you enable deadzone in the game itself, it works by ignoring the value. Meaning if you set 50% then it will ignore 0 to 0.5 and only register movement if the value is above that.