My story on stick drift is weird. I got it in a minor but annoying way about 1 year after buying my XB1 console. At first I thought faulty modules were the reason, some research shows pretty much all big three use same modules and they're made cheaper than last gen, using plastic instead of metal for a few parts and those parts can bend or break. Then I suspected dust from stick friction was getting into module causing interference with sensor, I could see ring under thumbstick from rotational friction and suspected the dust. I tried blowing air into module housing and that ended up helping mediate drift on and off for next year so I held off replacing it. Then about my second year of playing I was playing Titanfall 2 and stick drift was unmanageable. I noticed the game had a default narrow dead zone option and switched it to a larger dead zone. It not only eliminated the drift I was experiencing for Titanfall 2 but even after I went and played other games I had been playing I noticed the drift was gone, the controller that had been giving me grief was working like normal again. I suspect some part of my issue was dead zone related. I suspect that there's system controller settings for dead zones that games can alter (evident at least in game), but I suspect these system settings might not revert outside of game. I think maybe some of the poorly coded indie shit might have done something to narrow my dead zones and left that as my systems control setting. I can't think of any other reason why it just stopped after a whole year.
Now there's apps for the XB1 that allow users to set both dead zone settings and tilt sensitivity. I know people who want more responsive controls can narrow these and doing so could be cause for drift if they don't know what they're doing. There's a reason they have dead zones but some people bitch about their existence like they're a trigger word like DRM or microtransactions. I imagine given the prevailing attitude around dead zones many users are altering the settings and then complaining about the consequences.
There seems to be multiple variables at work, for instance the suit brings up same issue that Switch analogs experienced regarding the potentiometers, that's probably a factor for some people. On my end though I have to wonder if this coupled with dust getting into analog housing is interfering with potentiometers, and whatever input it is detecting might be registering movement outside of dead zones, which themselves might be a changing variable depending on games possibly altering system dead zone settings, plus the possible variable of users altering dead zones through apps. There certainly is a lot for MS to consider when addressing this issue, I do support this lawsuit though because at very least it might lead to a greater degree of quality control, and if MS and Nintendo ride their Chinese manufacturer cutting corners and using cheaper modules then maybe things will be better for everyone if those part makers have to start making better modules.
Worth mentioning too both PS4 and Steam controllers use same cheap modules and they don't have same issue (or at least haven't been sued for it). They'd have same problems relating to module materials and potentiometer, but I suspect maybe if this isn't as big an issue that part of the problem might (again) be on the software side with how system, games, and users are managing its system/user dead zone settings.
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