Those of us who are not avid gamers might not be familiar with all the terms. One such term is the Deadzone or specifically ‘Controller Deadzone’.
In this post, we are going to specifically talk about deadzone and cover questions like what is deadzone and how they work in relation to DS4Windows.
Simply put the distance the stick on the controller requires to move for throwing in an input in the game is called the deadzone.
Therefore, if you keep a low deadzone, you can have more accurate gameplay, but you cannot prevent accidental movements. However, if you keep a large deadzone then though you can prevent accidental movements, you require dealing with lag. Let us see now how to configure deadzone in DS4Windows.
To access deadzone in DS4Windows, first, you require loading a profile. Once the profile loads, tap on Controller Readings > Axis Config. In this section, you will witness a lot of options discussed in detail below.
The value given here will decide the region of axis that will not have any output. This setting is recommended to have a certain value to prevent accidental output. Moreover, if you have a controller whose stick does not return to its absolute center; having a deadzone axis value in place will help any kind of accidental interaction with the game and ensure smooth gameplay.
In simple terms, an anti deadzone is an offset utilized along with an axis that indicates the minimum output value generated after an axis leaves the deadzone. This comes in handy to map an axis for the assigned deadzone value utilized as an axis in the video game.
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As the name suggests, Maxzone value indicates how much distance the axis will travel before the generation of the maximum output value. If you are using an older worn-out controller, this setting is handy as physically the controller might not be able to reach the maximum output. Below are the default values of Maxzone.
LS: 1.00
RS: 1.00
L2: 1.00
R2: 1.00
With the default value being 1.00, the Max Output value helps to limit the maximum value generated by the analog stick on the controller.
LS: 1.00
RS: 1.00
This setting helps to scale the vertical output or the Y axis of the analog stick in comparison to the value present as the X axis. This setting is helpful when you must map the analog stick to mouse controls, and you require the vertical mouse speed to be different. The default value is 1.00.
LS: 1.00
RS: 1.00
If when moving the analog stick of a controller, your thumb shifts depending upon the way you handle the controller, then the Rotation setting will come in handy to adjust the value of the final axis output. The values that you provide here acts as adjustments for the final axis output value. Consider below example.
LS: -4
RS: 4
Suppose you must use the LS/RS Stick to emulate a mouse; the normal linear curve does not give the mouse like feeling. In cases like this, the Output Curve setting comes in handy. Especially in aiming games, the custom output curve helps you to land a more accurate aiming precision. The following are the curve options supported by DS4Windows.
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The minimum number of units that an analog stick must move before the output getting registered in the mapper. Again, this setting is helpful in the case of old controllers with worn-out sticks. The default value is 0.
LS: 0
RS: 0
With the help of this setting, you can associate two actions with the L2 or R2 trigger. In this option, one Soft Pull action accounts for a majority of the trigger and we can associate a Full Pull action upon the trigger hitting the maximum value. Check out the different modes of operation that exist here.
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We hope the above helps you to understand the Controller Deadzone option better. If you have any questions or queries, please feel free to put them down in the comments below.