I know I posted something like this about mupen but I was being kind of vague and I also didn’t realize that it wasn’t just mupen that had a preset and supposedly unchangeable analog deadzone, but all of the cores that are capable of using an analog stick seem to have it. To illustrate what I mean exactly by “deadzone” I am posting a screen of the input settings for dolphin.
the stick on the left has a deadzone of 25% around what I am guessing is the default analog deadzone in RA as well. So any movement inside of that 25 percent inner circle will be ignored until the stick passes that threshold, thus the character may go from still to a slow run or the crosshair might make a sudden jump from the center to the point beyond the threshold ignoring all the space in between. The latter makes it difficult to aim in a game such as goldeneye for example. The right stick is 0% which is what I would want to set for myself for more exact precision (and to get a certain jiggy in banjo-tooie lol). However a higher deadzone would be useful for setting up c buttons to the right analog stick on a controller; making the ocarina easier to use in Zelda as another example.
I think it is decently important to add such a setting so that each players can make their own decision based on the game they are playing or their own preference. Some games may even be unplayable or unenjoyable without it. I hope this is far more clear than my last attempt at an explanation.