Gamepad Tester
Buttons · Sticks · Drift · VibrationAnalog sticks
Release both sticks for drift. Rotate slowly along the outer rim for circularity.
Buttons 0 tested
Press a button to begin. Green border = tested; filled = held.
Triggers & diagnostics
Vibration
Availability depends on the controller, browser and connection.
Raw input stays unchanged. Deadzone is a visual reference, not controller calibration.
Raw buttons, axes & test methodology
Live axes use −1 to +1; buttons use 0 to 1. Circularity: mean absolute radial error of the maximum radius in 36 angular bins; shown only after 90% rim coverage. Drift: average distance from center over a five-second hands-off sample. Browser sampling is this page's animation rate, not hardware polling rate or input latency.
Waiting for input.
No installation or account. Controller readings are processed in this tab and are not uploaded by this tester. Standard labels are shown only for standard mappings; other devices use raw numbered inputs.
Use this free Gamepad Tester to check controller buttons, analog sticks, triggers and supported vibration in your browser. Connect your controller by USB or Bluetooth, press a button and watch the inputs respond. You can measure resting stick offset, trace the sticks’ outer range and export a report without installing software or creating an account.
How to Test Your Gamepad
Connect the controller to your computer first. For Bluetooth, pair it in your operating system’s settings before opening the test. Keep this page in focus and press a face button on the controller; browsers may wait for an input before revealing a connected gamepad. If you have several controllers, choose the one you want from the Controller menu.
Press and release each button individually, including the D-pad, shoulder buttons and stick clicks. A filled tile means the button is held, while a green border marks a button that has been tested. Pull each trigger slowly and check that its value rises and falls smoothly. Move both sticks through their full travel, then release them to check how they return to center. Run vibration only when you want to check the motors.
Check Stick Drift and Resting Offset
Stick drift is unwanted movement reported when you are not touching an analog stick. Click Check drift, release both sticks and leave them untouched for five seconds. The result is the average distance from the center during that sample, expressed as a percentage of the nominal stick radius. Movement during the sample will increase the reading, so repeat the check if you accidentally touch a stick.
The deadzone slider draws a reference circle around the center. It does not change the controller’s raw readings, repair drift or apply a setting to your games. Small offsets are not automatically a fault: the practical effect depends on the game’s deadzone, firmware and your controller’s behavior. Compare repeated samples on the same setup instead of treating one number as a universal pass or fail.
Test Joystick Circularity and Range
Start the circularity test and slowly rotate each stick along its outer rim. Complete several full rotations without releasing the stick halfway. The trace shows the path reported to the browser, while the coverage message helps you see which parts of the circle have been sampled. Clear the paths or reset the test before comparing another attempt.
This tool divides a full rotation into 36 angular sections and keeps the largest radius observed in each section. Once at least 33 sections have been covered, it calculates the mean absolute difference from a radius of one. A lower value means the reported outline is closer to that reference circle. Different tools use different methods, and some controllers deliberately produce square or processed output. Circularity is therefore a description of the reported range, not an overall controller quality score or an aiming-accuracy rating.
Xbox, PlayStation, Switch and Generic Controllers
The tester can read controllers that your operating system and browser expose through the Gamepad API. This includes many Xbox controllers, PS4 DualShock and PS5 DualSense controllers, Switch Pro controllers and generic USB gamepads. Compatibility depends on your device, browser, firmware and connection; a model name alone does not guarantee that every feature will be available.
Standard-mapped controllers receive familiar labels, with an option to choose Xbox, PlayStation, Switch or numbered labels. A label choice changes the display only. For a non-standard mapping, the tester keeps numbered buttons and provides axis selectors so you can identify the left and right sticks from their raw movement. Dedicated gyro sensors, adaptive trigger effects and controller battery readings are not provided by this test.
Why Is My Controller Not Detected?
First, press a controller button while this page is open and focused. Check that your cable supports data rather than charging only, or confirm that Bluetooth pairing completed successfully. Trying a wired connection can help separate a pairing issue from a browser issue. If another game or input-remapping application is using the device, close it temporarily and reconnect the controller. You can also try another current desktop browser or USB port.
A missing vibration response does not necessarily mean the motor is broken. The browser must expose a compatible vibration actuator, and support can vary with the connection. The tester enables vibration controls when the relevant capability is available, reports the command result and asks you to confirm the physical response. It does not infer a successful hardware test merely because a command was sent.
What the Readings Can and Cannot Tell You
Axis values normally range from −1 to +1, and analog button values range from 0 to 1. These are the values delivered by the browser after any processing by the controller, driver or operating system. A button counter records observed transitions from released to pressed. Very brief changes can occur between browser samples, so the counter is a practical input check rather than a laboratory switch-bounce measurement.
Browser sampling is not hardware polling rate or input latency. The displayed frame rate describes how frequently this page’s animation loop runs. It cannot measure the full delay from a physical button press to a game’s response. Use the tester to examine visible input behavior, compare repeatable checks and document possible faults; use dedicated measurement equipment for precise latency testing.
Save and Compare Your Controller Test
Copy Report puts the current test summary on your clipboard, while Export JSON downloads the readings, tested buttons, press counts, mapping, axis selection and completed measurements. The report includes the measurement method so you can interpret it later. Controller inputs are processed in this tab and are not uploaded by the tester. Reset clears the current controller’s session measurements; exported files remain on your device.
For other input checks, try our Spacebar Clicker for keyboard tapping speed, CPS Test for mouse clicking speed or Reaction Time Test for response practice. Each measures a different task, so compare results within the same test and setup.
Frequently Asked Questions
Can this gamepad test fix stick drift?
No. It displays the inputs your browser receives and measures their resting offset. The deadzone is a display reference, not a firmware adjustment. Calibration or repair requires the appropriate controller or operating-system tools.
Can I test a controller without downloading anything?
Yes. The test runs in your browser. Your controller still needs to be connected and recognized by your operating system, and some older devices may require their manufacturer’s driver.
Why do the button labels differ from my controller?
Browsers normalize many controllers to a standard layout, but others retain a device-specific order. Choose the label set for a standard mapping or use numbered buttons and raw axes for an unfamiliar mapping.
Does the demo test my actual controller?
No. Demo mode uses clearly marked simulated inputs to show how the interface works. Demo reports are labeled and should never be interpreted as hardware test results. Exit demo to return to connected controllers.
