The short version

On this page

  1. How the test works
  2. Deadzone and stick drift, explained
  3. Circularity and average error, explained
  4. How to read your results
  5. What you can actually do about it
  6. What this test can't tell you
  7. FAQ

How the test works

Three quick measurements, all from the same live stream of stick positions:

  1. Rest position. With both sticks released, the tool averages the reported position over a second. Anything meaningfully above zero is drift.
  2. Deadzone. As you push a stick slowly out from centre, the reading stays at exactly zero until the deadzone is cleared. The smallest non-zero deflection seen is the effective deadzone.
  3. Circularity. Rolling the stick around its rim, the tool records the maximum magnitude reached in each of 72 five-degree sectors. Comparing those maxima to a perfect circle of radius 1 gives the average and maximum error. The plot shades the area you have swept, from centre out to your furthest reach at each angle, so you can see at a glance which directions you have not covered yet.
Three laps, slowly, against the rim

The result stays locked until every one of the 72 sectors has been passed three times. That is deliberate: a maximum only settles if you revisit it, and a single lap always falls short somewhere, which shows up as error the controller does not really have. Roll slowly and firmly — the progress bar counts laps, not time.

Deadzone and stick drift, explained

An analog stick never returns to exactly the same spot. As the potentiometers or Hall sensors wear, the centre creeps. A deadzone is the software's answer: ignore everything inside a small radius so a slightly off-centre stick doesn't make your character walk on its own.

That fix has a cost. Every millimetre inside the deadzone is travel you can't use for slow, precise movement — the thing that matters most for tracking a target or lining up a shot. A pad with heavy wear and a large compensating deadzone feels simultaneously drifty and unresponsive.

This is why the two numbers belong together. A large deadzone with a clean rest position is a design choice. A large deadzone hiding a large rest offset is a controller on its way out.

Circularity and average error, explained

Push a stick fully right and it reports 100%. Push it fully up-right and — ideally — it still reports 100%, just split across both axes. Trace the whole rim and you should get a circle.

Real sticks don't. Two common shapes:

The average circularity error collapses this into one figure: the mean distance between your traced shape and the ideal circle, as a percentage. It's the number worth comparing between two controllers, or between the same controller before and after a repair.

How to read your results

ReadingHealthyWorth attention
Rest offsetUnder 2%Above ~5% is real drift
Deadzone5–12% is typicalAbove ~20% costs noticeable precision
Avg circularity errorUnder 10%Above ~18% is inconsistent
Max reach~100%, or ~141% on square-output padsBelow ~90% means lost travel

What you can actually do about it

What this test can't tell you

The browser reads your stick after the operating system and driver have processed it, through the same Gamepad API a web game would use. That's genuinely useful — it's what software actually receives — but it has limits worth stating plainly:

Sticks checked out? Put them on stream.

Turn your controller into a live, transparent input overlay for OBS or Streamlabs in a couple of minutes.

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FAQ