Connect a controller to begin
If it is already connected, press a button or move a stick while this page is visible. Some browsers do not expose a controller until you interact with it.
- 1Connected
- 2Try the inputs
- 3Run the stick drift test
Non-standard mapping
Your browser did not report the standard gamepad mapping. Automatic button positions may therefore be unreliable. You can still choose a visual layout manually, but raw button numbers remain the most trustworthy reference.
Controller input map
See each control respond
Press buttons and move the sticks to highlight the corresponding controls. Auto detection uses the browser-reported device name and falls back to a generic layout when the controller family is unclear.
This only changes the visual reference ring. It does not change your controller or measure a game’s actual deadzone.
Left stick
Live- X
- 0.000
- Y
- 0.000
- Offset
- 0.0%
Right stick
Live- X
- 0.000
- Y
- 0.000
- Offset
- 0.0%
Stick drift test
Released-stick results
Center offset is the average resting position relative to the browser’s reported origin. The 95% neutral envelope is the radius containing 95% of the five-second released-stick samples. Maximum observed shows the largest sample. There is no universal pass/fail threshold because games and firmware can use different deadzone math.
Controller button test
Buttons and triggers
Press each button and pull both triggers. Inputs you have tried stay marked and analog controls retain their peak value, making missed controls easier to spot.
Full-range / circularity sweep
Use this advanced check for outer-range problems. Pick a stick, push it fully outward, then rotate slowly around the edge two or three times. Left and right results are saved separately for the current session.
- Direction coverage
- 0 / 24
- Minimum reach
- —
- Median reach
- —
- Maximum reach
- —
No sweep recorded for this stick yet. The dashed circle is the browser-coordinate 100% radial reference; diagonal values above 100% can be normal because the X and Y axes are normalized independently.
Controller vibration test
Vibration
- Browser haptics
- Checking…
- Effects exposed
- —
- Last command
- Not run
- Felt vibration
- Not reported
Vibration support depends on the browser, operating system, controller and connection method.
Did you feel vibration?
Session results
Diagnostic summary
- Inputs tried
- 0
- Untested inputs
- —
- Stick drift test
- Not run
- Range sweeps
- Not run
- Vibration
- Not tested
Advanced controller data
- Mapping
- —
- Buttons
- —
- Axes
- —
- Browser index
- —
Raw device ID
—
Raw axes
Axis values are normalized by the browser to approximately −1 to 1. Raw values do not measure physical stick travel or true end-to-end input latency.
How the stick drift test works
The stick drift test records both sticks for five seconds while you leave them released. For each stick, it reports the center offset, 95% neutral envelope and maximum movement seen by your browser.
Center offset shows how far the average resting position sits from the browser-reported center. The 95% neutral envelope shows the radius containing most of the movement during the test, while maximum movement captures the largest single deviation.
A larger or unstable result can be consistent with stick drift, but there is no universal pass/fail percentage. Games, controller firmware and connection methods can use different deadzone rules. If the result looks unusual, leave the controller still and repeat the test before drawing a conclusion.
How to interpret a stick drift result
Compare the neutral movement with the deadzone you actually use in a game or controller setting. If released-stick movement regularly extends beyond that deadzone, it may be enough to cause unwanted movement in some games.
The deadzone control in this tester is only a visual reference. It does not change your controller, calibrate it or detect the deadzone used by a particular game.
Full-range and circularity test
The optional full-range sweep records the furthest browser-reported reach of a stick in 24 directions while you rotate it around its outer edge. Left- and right-stick results are stored separately for the current session.
The dashed circle marks a 100% radial reference in browser coordinates. Values above 100%—especially on diagonals—do not automatically indicate a problem because the horizontal and vertical axes are normalized independently. The overall shape, missing directions and unusually low reach are generally more useful than treating one percentage as a universal controller score.
What the gamepad tester measures
This gamepad tester reads the input values exposed through your browser’s Gamepad API. It can show live stick positions, buttons and analog triggers, track which inputs you have tested, run a stick drift test, map outer stick range, inspect basic controller information and test vibration when compatible browser haptics are available.
The controller layout shown on screen is a visual aid. Automatic detection and the manual PlayStation, Xbox, Nintendo and generic layouts change the diagram and friendly control names, but they do not remap the controller data itself.
Why the controller vibration test may not work
Browser vibration support is less consistent than normal button and stick input. A controller can vibrate normally in games or native software while the browser and operating system do not expose compatible web haptics for that controller or connection.
If the tester says that web haptics are not exposed, that does not mean the controller’s vibration hardware is broken. USB and Bluetooth connections can also behave differently.
What this tool cannot measure
This browser-based test cannot directly measure physical stick travel, a game’s internal deadzone or true end-to-end controller input latency. Its drift, button and range results describe the values exposed to the browser rather than physical measurements of the controller hardware.
Browser and controller compatibility
Gamepad support varies by browser, operating system, controller and connection method. Xbox, PlayStation, Nintendo and many generic USB or Bluetooth controllers can work through the browser’s Gamepad API, but individual controls and advanced features may differ between devices.
Controllers using the browser’s standard mapping can receive familiar labels and diagrams. Non-standard controllers may expose different button or axis numbering, in which case the raw controller data is the most reliable reference.
