I encountered this problem in work recently. I thought just compare X and Y value with the deadzone threshold separately would be good enough.
But then I read some articles on Internet and they say it was a bad idea , the proper way is to check if the distance from (X,Y) to (0,0) is larger than the deadzone value.
I did some research and read some code.I found it seems Rewired(it’s a Unity plugin) and UE4(PlayerInput.cpp) and Doom3 use my way , CryEngine uses the second way.I’m so sure of it for I just read those code very briefly.
I wonder which way is better.How the job is done in those AAA games.