Console-only or PC & Consoles pool
Controller
Use the controller workflow below for horizontal and vertical speed, ADS, dead zones, acceleration, and repeatable stick tests.
Continue with the controller baselineBuild a controller setup for Rainbow Six Siege by tuning horizontal speed, vertical speed, ADS, dead zones, and acceleration one step at a time.
Last reviewed: August 3, 2026.
Console input choice
Since the Y11S2.2 update, console players can use either a controller or native mouse and keyboard. The two paths use different settings and matchmaking pools, so choose the input you will actually test before changing values.
Console-only or PC & Consoles pool
Use the controller workflow below for horizontal and vertical speed, ADS, dead zones, acceleration, and repeatable stick tests.
Continue with the controller baselinePC & Consoles pool required
Connect the devices and set Crossplay & Input Devices to PC & Consoles. Then use mouse sensitivity and cm/360; controller dead-zone and thumbstick advice does not transfer to this input.
Calculate cm/360 and mousepad fitCompare mousepads by space and controlNative M&K is not allowed in console-only or platform-specific console pools. In a squad, the squad leader’s setting determines the pool and allowed inputs.
Official source: Ubisoft — Native Mouse & Keyboard Support on Consoles (July 10, 2026)
There is no verified universal “best” number for every controller, platform, optic, and player. Start from your current values, isolate one setting, and use the same observable test before deciding which direction to move.
| Setting | Test it in isolation | Increase only when | Decrease only when |
|---|---|---|---|
| Horizontal | Repeat a 90° target change without ADS. | You consistently stop short while the same thumb movement remains controlled. | You consistently pass the target or cannot stop before the edge of the turn. |
| Vertical | Track a target moving vertically while keeping horizontal correction minimal. | You repeatedly lag behind vertical movement. | Small corrections jump above or below the target. |
| ADS | Hold one optic on a small target, then move between two nearby points. | You stop short in both directions without stick drift. | You repeatedly overshoot or long-range holds become unstable. |
| Left dead zone | Release the movement stick on a level surface and observe unintended movement. | Movement continues after release. | Lower values remain drift-free and respond more promptly. |
| Right dead zone | Release the aim stick, then make the smallest repeatable correction. | The reticle drifts after release. | There is no drift and small corrections feel delayed. |
Save platform, controller model, current horizontal, vertical, ADS values, both dead zones, acceleration options, and whether a thumbstick grip is installed.
Test dead zones before sensitivity. If the reticle moves with the stick released, sensitivity results are contaminated by hardware input.
Use horizontal and vertical for non-ADS turns. Lock them before tuning the optic you use for the micro-correction drill.
Repeat the same drill on another day or normal play session. One good round is not enough to establish a stable setting.
Use controller accessories only after the settings baseline is stable. A thumbstick grip can make thumb placement and right-stick height more repeatable, but it also changes leverage.
If a grip makes small ADS corrections easier to repeat across sessions, keep it in the test. If it makes flicks overshoot or changes your dead-zone feel, remove it before changing sensitivity again.
A taller cap changes leverage and thumb travel. That can change the setting that feels controllable, so a before-and-after comparison must keep the sensitivity values fixed.
Run the same ten target changes with and without the grip. Keep it only if placement and stopping become more repeatable across two sessions. Remove it if fit, rubbing, slipping, or extra leverage creates a new problem.
If long-range holds feel shaky, reduce ADS before touching horizontal speed.
A high right-stick dead zone can make small corrections feel delayed or sticky.
A stable controller setup needs repeated tests, not a full reset after every bad match.
A single list cannot account for controller wear, drift, stick tension, optic choice, platform, acceleration settings, and individual thumb control. The useful answer is the lowest-drift baseline that passes a repeatable turn, ADS, and hold test.
They do not need to match. Test each axis with a task that isolates it, then keep the relationship unchanged while you tune ADS.
Use the lowest value that remains stable on your controller during repeated release tests. A number that creates intermittent drift is not a better baseline merely because it is lower.