Stick drift and deadzone
Set the controller on a steady surface and do not touch either stick during the sample.
Measure analog stick center movement and choose a sensible controller deadzone with live browser-based readings and clear guidance.
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.
A deadzone is the small area around an analog stick's center that a game ignores. It prevents minor sensor movement from becoming camera or character motion, but an unnecessarily large deadzone can make aiming feel slow or imprecise.
Use the hands-off sample to see the largest idle movement reported by each stick. A practical starting point is a setting slightly above the repeatable center movement, followed by an in-game check for both stability and responsiveness.
This tool suggests a starting range rather than a universal best setting. Deadzone scales, response curves, and axis processing vary by game, operating system, and controller mode.
Connect the controller and press any button so the browser can detect it.
Use the focused test panel slowly and deliberately. Watch the live values during presses, holds, movement, and release.
Repeat any suspicious result after reconnecting, then confirm it in the game or device where the controller will be used.
Look for repeatable behavior rather than a single momentary value. Stable, symmetric movement and clean press-and-release behavior are generally more useful signs than chasing a perfect zero.
If a result changes substantially between USB and wireless modes, browsers, or computers, the connection, driver, browser, or remapping software may be part of the problem.
Do not copy a percentage directly into a game unless its deadzone scale is documented as equivalent.
Only if the controller remains stable and the game behaves normally. Many controllers need a small inner deadzone to absorb sensor noise, and a zero setting can reveal movement you would never notice otherwise.
No. Lower settings can feel more responsive, but they also expose more drift and noise. The best setting is the lowest value that stays stable during real gameplay.
Games label and scale deadzones differently. Treat the browser value as a measurement of observed input, then tune the game's own setting by feel and behavior.