Method

How the test works

No black box: this is exactly what the tool measures and how it turns that into a grade.

1. Reading the sticks

Modern browsers expose connected controllers through the Gamepad API. Each analog stick is reported as two axes, X and Y, each between −1 and +1. At rest, a perfect stick reads 0, 0. The tool polls these values once per screen refresh – typically about 60 times per second.

2. The 5-second rest measurement

After a 3-second countdown the tool records both sticks for 5 seconds. For every sample it calculates the distance from the centre (√(x² + y²)). If a button is pressed or a stick moves noticeably away from where it rested when measuring began, the test stops, because the result would no longer describe the stick at rest.

From the samples we report, per stick:

3. Grades, score and deadzone

The grade uses the peak offset, because a single twitch past the deadzone is what makes a character move. Offsets are shown as a percentage of full stick travel:

  • No driftunder 3%Rests cleanly
  • Minor drift3% – 8%Hidden by most games
  • Moderate drift8% – 15%Likely noticeable
  • Severe drift15%+Needs repair

The score starts at 100 and falls linearly to 0 at a 25% peak offset. The deadzone suggestion is the peak offset plus a 2-point safety margin, rounded up (minimum 3%). Above 25% we don’t suggest a value, because a deadzone that large would swallow real stick movement. These thresholds are our own practical guide, not an official standard from any controller maker.

Limits of a browser test

Privacy

All measurements happen on your device. Nothing is sent to a server unless you open a result link, which contains only the numbers shown on it. See the privacy policy.

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