Tune Lab · deadzone visualizer and guided calibration

Controller Deadzone Tuner

Finds the smallest deadzone that hides your stick drift without swallowing slow aiming.

Guided radial deadzone calibrationLocal profile ready
Connect a controller and press any button.
Live radial responseLeft stick

Movement inside the lime ring would be ignored by a matching radial deadzone. Confirm the target game’s scale and shape before copying a value.

Typical center—
95th percentile—
Recommended start—
Live radius0.00%
Saved settings →
Words on this page
Deadzone

A small area around the stick centre that the game ignores, so a resting stick does not move the camera. Too small and drift leaks through; too large and slow aiming disappears.

Stick drift

The controller reporting movement while you are not touching the stick. A worn or badly calibrated stick never returns to exactly zero.

Axis

One direction of stick movement, reported from -1 to 1. Each stick has two: left/right and up/down.

Quick answers before you test

Is this a deadzone visualizer?

Yes. The live plot draws every stick sample against the current deadzone circle, so you can see drift, the resting cloud and how much slow input a value would swallow before you change anything in the game.

Which games can use the result?

Any game with a radial deadzone slider, such as Fortnite, Apex Legends and Call of Duty. Convert the percentage to the game's own scale, then test with slow aim before lowering it further.

Is there a Rocket League deadzone visualizer?

Yes, on the Rocket League page. Rocket League cuts its deadzone per axis rather than as a circle, and has a second Dodge Deadzone that decides flip or double jump. That page draws both to scale from the values on your settings screen and reads a flick off your own controller.

Open the Rocket League deadzone visualizer →

What if the stick drifts on its own?

Run the five-second stick drift test first. A resting cloud that sits away from center needs a larger margin or a hardware fix, not a smaller deadzone.

Open the stick drift test →

What the result actually measures

The tuner records the selected stick while untouched, calculates its radial center distribution and uses the 95th percentile plus a visible margin as a starting recommendation. The live plot then shows which movement would fall inside the proposed deadzone.

Measurement boundary: Games use different deadzone shapes, scales and response processing. The recommendation is a browser-observed radial starting point, not a value that can be copied blindly into every game.

How to interpret the output

Observed floor

The 95th percentile describes where most resting samples remained. It is more stable than using one accidental maximum.

Safety margin

The visible margin accounts for small variation between samples. A larger margin can hide more drift but also delays intentional input.

Recommended start

Treat the recommendation as the first in-game value to test, then translate it to the game’s own scale and deadzone shape.

Troubleshooting unexpected results

Recommendation changes after movement

Some mechanisms return to a different center depending on direction. Run two samples after approaching center from opposite directions and use the more repeatable result.

Slow aim feels unresponsive

The proposed value is too large for the game or its scale differs. Lower it in small steps while checking that idle movement does not return.

Frequently asked questions

Can I copy this percentage directly into any game?

No. First confirm whether the game uses the same 0–100 radial scale, an axial deadzone or another response model.

Why use the 95th percentile instead of the maximum?

A maximum can be dominated by one bump. The percentile better represents the upper edge of typical resting behavior.

Can I save the result?

Yes. You can store a named device profile locally in this browser and export it as JSON.