So I'll share a movement story that goes way back to TF. Hilariously, it's actually captured in the MSFT support threads - https://answers.microsoft.com/en-us/xbox/forum/all/the-dead-zone/389fd425-1184-4b27-b7c3-157ed72762c0
Here are examples of the dead zones on the controller. The dead zone is on EVERY game on the Xbox one, besides Titanfall.
This is absolutely true. Microsoft actually had some real problems with the outer sections of the thumb sticks on the Xbox One. In the most notable example, the input map was a square rather than a circle, so the very outer edges of the sticks just got lost. It was actually Respawn devs who discovered this, because they kept running into issues with input not being captured the way they expected.
The dead zone thing is more a result of taking default options (which are bigger than they should be; worse on XB than PS actually) rather than programming your own. But the outer range deal was an actual bug.
This all predates my time at Respawn, but I did get this story from one of the OGs who was a part of Respawn from TF all the way to Apex who was a part of the group that identified this bug in the Xbox One. Microsoft actually fixed this as a result of Respawn raising it.
This is also why we don't accept any sort of console defaults for input and why we have our own defaults for controller input that override whatever the console has. Also why apex should feel pretty much identical on PS and XB even though those consoles actually have different default controller configs in terms of dead zone, sensitivity, and some other things. But because Apex uses Apex (really Respawn/TF) defaults, that doesn't matter.
The Respawn logo is a brail "R" because game feel is everything. This also is a factor in why we've always stuck with our own engine. Recreating this feel in another engine would be a huge ask. Not even sure it'd really be possible since "feel" is more than just a bunch of lines of code. It's everything. I believe it's art. And art cannot always be recreated.