Deadzone: the floor under your stick

A physical stick never returns exactly to zero — worn springs drift, and games add their own deadzone to ignore that noise. A virtual stick from a mouse has zero physical drift, so Inputize ships with every deadzone at 0 (left stick, right stick and the mouse-speed filter) - raw, unmodified deflection. The game's own internal deadzone still clips tiny deflections near the center; that is what anti-deadzone lifts you over.

The catch: a big deadzone hides your small, careful mouse corrections. Because the shipped value is already 0, the only knob most players need is the mouse deadzone, measured in pixels per second (0 by default): raise it a few points if the crosshair trembles at rest - it kills genuine micro-jitter without hiding slow deliberate movement; if it does not tremble, leave it at 0 for the sharpest response.

Anti-deadzone: punching through the game's floor

Games with wide internal deadzones ignore the first chunk of stick throw entirely, which makes a virtual stick feel dead at the start of a flick. Anti-deadzone lifts the response curve near the bottom so your deflection crosses the game's hidden floor faster. The trade-off you must accept: it also makes the very center of the stick more sensitive, so fine-aim at dead-center gets coarser. When aim assist feels 'sticky' on entry, a touch of anti-deadzone usually fixes it; when the crosshair won't settle, it is set too high.

Circularity: fixing diagonals

Sticks are not squares. A physical analog stick moves inside a circle, and games treat diagonal deflection as the combination of two perpendicular axes. If your raw mapping lets the mouse push the emulated stick into the square corners, diagonal movement becomes fast and angular — and aim assist on diagonals behaves erratically because the game sees the corner as a sudden full throw. Circularity corrects the mapping so equal mouse motion in any direction produces equal deflection — the stick stays on a circle, not a square.

The honest number from the engine: the radial correction is applied by default at a strength 100 (full radial correction) If your diagonal tracking still feels 'snappy' or aim assist disengages at 45 degrees, check the response curve and anti-deadzone first; if vertical movement feels mushy to you, lower circularity a few steps and compare.

A sane starting recipe

1) Start from the shipped 0% and leave it there unless the crosshair trembles in ADS - then raise the mouse deadzone (px/s) first, and only after that the stick deadzone, a couple of points at a time. 2) If aim assist feels slow to engage through the game's internal deadzone, raise anti-deadzone from 0 until the first millimeter of movement registers - 15-25% is a common range. 3) Leave circularity at its default (100) until you specifically feel diagonal weirdness, because it is the setting most people 'improve' into a worse feel. And remember the interaction: all three sit under the response curve, so changing the curve changes how the deadzone edge feels — retune deadzone after changing curve, not before.