Stick drift and deadzone
Set the controller on a steady surface and do not touch either stick during the sample.
See what your browser actually receives from your sticks, buttons, triggers, D-pad, and vibration system. Built for quick checks, used-controller inspections, and repair verification.
Demo values shown · your live test begins below
Connect a controller and press a button. The test starts in your browser without an upload, installer, or sign-in.
Connect with USB, Bluetooth, or a supported wireless adapter. Then press any controller button so your browser can expose it. Your readings are processed on this device.
Set the controller on a steady surface and do not touch either stick during the sample.
Rotate each stick slowly around the outer edge, then sweep the center in several directions.
Press and release every available control. Analog buttons show their reported value.
Use these values to spot unusual layouts. A blank standard mapping does not automatically mean the controller is defective.
Connect a controller to view raw data.
Browser haptics are not available for every controller, connection method, operating system, or browser.
Reports are stored in this browser. Sharing is optional and puts only the selected result in the link.
Diagnostic readings describe what this browser receives, not electrical measurements from the controller. Confirm important findings in the game or device where you plan to use the controller.
The browser reads controller reports through the Gamepad API. We turn those raw values into understandable checks.
Use USB, Bluetooth, or a compatible wireless adapter. Press any button to allow browser detection.
Move sticks slowly, press every button, squeeze both triggers, and run the hands-off neutral sample.
Keep a local report for comparison, export JSON or CSV, or print a repair and resale checklist.
Sample untouched sticks and estimate a practical software deadzone from observed neutral noise.
Open drift test → Input coverageConfirm presses, releases, analog values, and basic signs of repeat or stuck input.
Open button test → Full rangeTrace each stick around its outer gate and find directions that stop short or overshoot.
Open circularity test → Analog travelWatch reported values from rest to full pull and compare left and right range.
Open trigger test → Raw layoutSee the button and axis indexes exposed by the operating system and browser.
Open mapping test → Fresh samplesEstimate how often this browser receives a changed gamepad timestamp—without calling it true latency.
Open rate test →GameControllerTest.com measures the values exposed to a web browser by your operating system. That makes it useful for finding obvious drift, missing controls, range problems, strange mappings, and inconsistent behavior. It does not directly inspect the controller’s electronics, firmware logs, wireless radio, or a game’s own input processing.
For a buying decision or repair check, compare USB and wireless behavior, repeat the neutral sample, and verify important findings inside the game or console where the controller will be used.
Work through browser support, cable, focus, permission, and operating-system checks.
Fix detection → Game setupSeparate hardware input from launcher, Steam Input, mapping, and game support issues.
Check game setup → Button faultTell physical chatter apart from software remapping, turbo modes, and duplicate input layers.
Find the cause →GameControllerTest.com is published by JSAN Media. Jeet oversees product and editorial work, with public methodology, correction, privacy, and advertising standards.
It can test controllers that your operating system and browser expose through the Gamepad API. Support varies by controller, browser, operating system, connection method, driver, and mode. A controller can work in a console or game while remaining unavailable to a browser.
No. Live readings and saved My Lab reports stay in your browser by default. If you choose “Copy share link,” the selected report is encoded into that link so anyone who receives the URL can read it.
Not by itself. We show browser-observed update frequency based on fresh gamepad samples. End-to-end latency also includes the controller, connection, operating system, browser scheduling, display, and game, so it requires specialized external measurement for a defensible number.
There is no universal cutoff. A small stable offset may disappear inside a game’s deadzone, while noisy or growing movement can still cause trouble. Use the hands-off sample, repeat it, and compare the result with the deadzone options in your game.
Connect, press any button, and watch every input your browser can see.