What is a controller deadzone?
Most games ignore a disc around the stick origin. Inside that disc, reported movement becomes zero. Outside it, remaining travel is usually rescaled so full deflection still reaches 100%. The disc is the deadzone. It is a software setting, not a hardware specification.
Deadzone vs stick drift
Stick drift is unwanted movement the controller reports while your thumbs are off the sticks. A deadzone can contain that movement so the game does not see it. A larger deadzone hides more rest noise and also delays the start of useful aim. For the resting measurement itself, use the stick drift test. This page uses the same five-second centre capture, then lets you try radii against that sample cloud.
How CTRLCHK suggests a deadzone
After a valid hands-off capture, CTRLCHK applies the existing recommendation: P95 radial rest plus a 1.5% margin, or 0% when P95 is at or below 3%. That formula is measurement model 3.0 product guidance, not a manufacturer tolerance. Left and right are independent. If a title exposes one slider for both sticks, start with the larger suggestion and adjust for how the game feels.
Is a lower deadzone always better?
Only if the recorded rest stays inside it. The containment percentage on this page is deterministic: the share of captured samples whose radius is at or inside the selected setting. You might choose a slightly lower value for responsiveness or a slightly higher one for stability. There is no single correct deadzone.