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Specifically, I think 'circle' maps intuitively to a circle, so 45 degree deflection produces X and Y values of 0.71 (cos(45) = sin(45)). Cross maps to the relative maximum possible deflection. What I mean by this is that it takes (N degrees / 45 degrees) and uses that fraction as the output. So a 45 degree deflection (using cross) outputs [X = Y = 1.0], while a 40 degree deflection outputs [X = (45+5)/45 = 1.11 (cap at 1.0), Y = 40 / 45 = 0.89].
Assumptions: Joystick has x and y positions with a range of -1 to +1, I think a 30 degree deflection (to the max outer deadzone) gives...
Circle test
=========
Input: 30 degrees
Output:
X = cos(30) = +0.87
Y = sin(30) = +0.5
Cross test
=========
Input: 30 degrees
Output:
X = +(45+30) / 45 = 1.67 (impose a maximum value of 1.0) -> 1.0
Y = 30 / 45 = 0.67
Discussion
============
I think cross outputs X = +1 and Y = +1 at 45 degrees, while circle would output X = 0.71 and Y = 0.71. This would likely mean cross maps the outputs based on the percentage of joystick tilt.
Example: 20 degrees of input
X = (45+20) / 45 = 1.44 (max value of 1.0).
Y = 20 / 45 = 0.44
NOTE: This is all based on my observations testing because I noticed there was a significant difference in camera speed when playing Elden Ring with an xbox controller vs a switch pro controller. I welcome any feedback or insight into what these deadzone shapes actually do.
If input in dead zone it means no input is made....
Example black circle in middle dead zone when configuring dead zone in Steam settings. If playing a game with controller, and move forward by pushing forward on stick, the input MOVES out of dead zone, once it in zone to register input hence leaving dead zone it tells the game where you're pushing on the stick, and since push forward it understands you're pushing forward which tell game you're moving forward.
Dead zone = OFF
Outside dead zone = ON
Input is always active giving where the stick is position hence X & Y, but not registered when in dead zone, that basically it.