Controller Deadzone Tester and Visualiser

Find the smallest inner deadzone that hides drift and the outer deadzone that lets every direction reach full speed, then try them live.

Connect a controller, then press any button

Plug it in with a USB data cable or pair it over Bluetooth. Browsers only reveal a controller after a button press, so press A or ✕ if nothing appears. Nothing is sent anywhere.

No controller yet

The diagram lights up as soon as your controller sends input.

Deadzone visualiser

Finds the smallest inner deadzone that hides your sticks' drift and the outer deadzone that lets every direction reach full speed, then shows what a game would receive with them. Run both measurements, then fine-tune the sliders while you move the sticks.

Connect a controller, then run step 1 with the controller lying still.

Left stickNo measurement yet.Game receives 0%
Right stickNo measurement yet.Game receives 0%
Live controller diagram: buttons light up when pressed, triggers fill as you squeeze themLTLBRTRBSelectStartHomeABXYLSRS
Left stick–
Right stick–
Left trigger
0%
Right trigger
0%
All buttons and axes · 0 buttons pressed

Press every button once: each one gets a tick when it registers. Values show analog pressure from 0.00 to 1.00.

Health tests

1. Stick drift

Measures where each stick settles when nobody touches it, and checks for buttons or triggers that read as pressed. Pass: under 5% of full travel. Warning: 5–10%. Fail: 10% or more.

Not run yet.

2. Circularity

Rotate each stick slowly around its outer edge. Measures how far the edge strays from a perfect circle. Pass: up to 10% average error. Warning: up to 20%. Fail: above 20% or a direction that can't reach 75% of full travel.

Left
Right

Not run yet.

3. Vibration

Plays a rumble. The strong motor is the heavy, low rumble in the left grip; the weak motor is the finer buzz on the right.

Connect a controller to test vibration.

4. Input update rate

Estimates how often the browser receives new data from the controller while you move a stick.

Not measured yet.

More tests for PlayStation controllers

Connect a DualSense, DualSense Edge or DualShock 4 directly for what the standard gamepad connection hides: motion sensors, touchpad, battery and the true report interval, plus adaptive triggers and lights on a DualSense. Your browser asks which device to allow, and the permission lasts until you close the tab. This page only reads the controller and sends effect commands (trigger effects, light bar, player lights), never calibration or firmware, and it resets them when you leave.

Decoded from published formats (the Linux hid-playstation driver and SDL); not yet tested on a real controller. Over Bluetooth, deep mode switches the controller to its full report format until it reconnects, and asks first: if another app or game stops seeing it, turn the controller off and on.

Not connected.

Motion sensors

Tilt and turn the controller: the model follows it, and the graphs show the gyroscope (turn rate, degrees per second) and the accelerometer (g) on each axis. Put it down flat and run the rest check to measure gyro drift.

Gyro – · Accel –

Touchpad

Draw on the touchpad with one or two fingers. Each finger gets its own colour and the ID the controller gives it; a dead strip shows up as a gap in the lines. Press the pad to test its click.

No touch yet.

Adaptive triggers (DualSense only)

Pick an effect, then press L2 or R2. Resistance pushes back from the start point; click is a section of resistance that gives way, like a trigger pull; vibration buzzes the trigger from the start point. The bars show where each trigger is.

L2
–
R2
–

Light bar and player lights

Battery

The level the controller reports, in 10% steps, and whether it is charging. It updates live, so plug in a cable to check the charging port.

–

Report interval

How often the controller sends a report, from the controller's own clock and from the time each report reached this page. This is the report interval, not end-to-end input lag: it leaves out the time a press takes inside the controller, in the game and on the screen.

Controller health report

Selling or buying a used controller? Run the four tests, press every button, then share the report link in your listing or message.

Connect a controller to start the report.

How to find your deadzones

  1. Put the controller on a table and click Measure resting noise. The drift test runs for three seconds and records every resting reading: the red dots on each plot. The recommended inner deadzone is the largest distance from centre among them, plus a 2% margin, rounded up (at least 3%).
  2. Click Measure outer edge and roll each stick slowly round its rim two or three times, then let go. The outline shows the edge each stick reached. The recommended outer deadzone makes full output arrive 2% before the weakest direction’s limit, so the stick reaches top speed in every direction.
  3. Move the sticks. The hollow circle is the raw stick position; the filled dot is what a game using those deadzones would receive, and the readout gives both as a percentage. Drag the sliders to try other values.

The preview uses a scaled radial deadzone: nothing inside the inner ring, full tilt beyond the outer ring, and the travel in between stretched over the full range so no precision is thrown away. Josh Sutphin’s Doing Thumbstick Dead Zones Right explains why this beats a simple per-axis cut-off, which snaps diagonal movement towards the axes.

Entering the values in a game

Games name these settings differently, and what one slider does varies, so treat the numbers as a starting point:

  • Inner deadzone is usually called deadzone, stick deadzone or inner deadzone. If your game only has one slider, this is it.
  • Outer deadzone is called outer deadzone or maximum input threshold. Some games express it as the edge band to ignore (our outer value), others as the point of full output (our “full output at”).
  • Some sliders use a 0–100 scale, others 0–1 or 0–30. Convert the percentage, then check in game that the character stays still at rest and runs at full speed when you push to the edge.

Steam Input lets you set inner and outer deadzones for any controller in the joystick settings of a game’s controller layout, which is useful for games without their own.

For reference, Microsoft’s XInput guide suggests about 24% for the left stick and 26.5% for the right as a safe default for any controller, and notes that the right value varies from unit to unit. Measured values are usually far smaller, which is why measuring your own controller pays off.

If the inner recommendation climbs above about 10%, the stick is wearing out: see the stick drift test for fixes.

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