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input.dead_zone: original zeroes each stick axis on its own, as the game does; radial takes the stick's tilt from the centre and scales it along the stick's direction, so a push near an axis keeps its slant.
Radial now reads the larger offset with the game's own curve, so a push along an axis reads exactly as Axial on both sides of the centre.
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Oct 30, 2026
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Adds a Dead Zone option to the Controls page (
input.dead_zone). It defaults toradial.StickCalibration) measures the stick's tilt from the centre. It reads the larger of the two offsets with the game's own curve and gives each axis its share, so diagonals keep their angle. A push straight along an axis reads exactly as Axial does, on both sides of the centre.AxisCalibration. Each stick axis is zeroed on its own, within 49 above and 50 below the centre, and the rest is stretched over 128. Because the smaller axis falls inside its own dead zone, a push within about 23° of an axis reads as exactly on it.The input layer already stretches a modern stick's circle onto the DualShock 2's square, keeping its direction. The tilt is therefore the larger of the two offsets, which keeps the dead zone round on the physical stick.
The option applies to both sticks on both pads (
CGamePad::GetLX…GetRY2). The menus' pointer and the Options screen still callAxisCalibrationdirectly.Also:
docs/PC.md: the key in the sample config, and a note under Gamepad sticks.Tests:
PlatformConfig.ParsesMouseSettingsAndBindings: the default (radial), a round trip through axial, and a bad value, which keeps the default.PlatformPad.RadialDeadZoneMeasuresFromTheCentre:PlatformPad.AxesGoThroughCalibrationnow sets Axial itself, since it checks the game's per-axis curve.