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Gamepad Tester

Reference

Learn how controllers actually work

The concepts behind every number our tools show you. Click any article to expand the full explanation right here, no separate page to load, plus notes and related reading at the end of each one.

12
Articles
3
Categories
16
Glossary terms
1
Methodology

Core concepts

The fundamentals behind every reading our tools show you.

Concept5 min read

What is the Gamepad API

The browser standard that lets a website read your controller's buttons and sticks without any software install.

The Gamepad API is a web standard supported by every major browser that exposes connected controllers as a simple JavaScript object. It reports a list of buttons, each with a pressed state and an analog value from 0 to 1, and a list of axes for the sticks, each reported as a value from negative 1 to positive 1.

Unlike keyboard or mouse events, gamepad state is not pushed to your page automatically. A site has to poll the browser on every animation frame and check the current values itself, which is why every tool on this site runs a continuous read loop rather than waiting for an event.

Note: the API only detects a controller after it receives at least one button press or stick movement. This is a privacy feature built into the standard, not a bug in this site.
Concept4 min read

Analog vs digital input, explained

Why a stick reports a range of values while a button reports only on or off.

A digital input has exactly two states, pressed or not pressed. Face buttons, the D-pad, and the shoulder buttons on most controllers behave this way. A single boolean is enough to describe them fully.

An analog input reports a continuous range instead of two states. Sticks report their position along two axes, and most triggers report how far they have been pulled as a value between 0 and 1, not just whether they are touched. This is why a trigger can act as a delicate accelerator in a racing game rather than an all or nothing switch.

Note: some triggers are wired as buttons that also carry an analog value, rather than as separate axes. That is a mapping detail, not a difference in how they feel to use.
Concept6 min read

Input latency vs polling rate, what is the difference

Two numbers that get confused constantly, and measure completely different things.

Polling rate is how often your controller sends a fresh state update to the device it is connected to, measured in Hz. A controller polling at 250Hz sends an update roughly every 4 milliseconds, whether or not anything changed.

Input latency is the actual delay between your thumb moving and that action being usable by the game, which includes polling interval, but also processing time, connection type, and how the game engine itself reads input on its own loop. A higher polling rate lowers the ceiling on latency but does not guarantee a lower number by itself.

Note: your monitor's own response time and refresh rate also sit in this chain. The controller is only one link, not the whole picture.
Concept5 min read

Understanding controller button mapping

Why button index 0 is not always labeled the same way across controllers.

The Gamepad API defines a standard mapping so that button index 0 is the bottom face button, index 1 is the right face button, and so on, regardless of whether the controller is an Xbox, PlayStation, or generic pad. When your browser recognizes a controller as standard, every tool on this site can label buttons consistently.

Some controllers, particularly less common third party pads, are not recognized under the standard mapping. In that case buttons still work, but the index order may not match what you expect, and extra buttons or axes can appear that do not correspond to anything physical.

Note: if a controller's mapping property reports an empty string instead of standard, your browser could not confidently map the layout. This is normal for some budget controllers.

Sensor technology

What is physically inside a controller, and why it wears differently.

Sensors7 min read

Hall effect vs potentiometer vs TMR sticks

Three ways a stick can report its position, and why only two of them resist wear.

A potentiometer stick reads position through a small resistive wiper that physically drags across a contact strip as the stick moves. That constant friction wears the contact surface down over months of use, which is the root mechanical cause of most stick drift complaints.

A Hall effect sensor reads a magnet's position without any physical contact at all, using the magnetic field itself, so there is nothing to wear down from friction. TMR, tunnel magnetoresistance, is a newer contactless technology in the same family, often reported as slightly more precise at small movements.

Note: contactless sensors resist the specific wear pattern that causes drift, but they do not make a stick indestructible. Connector wear, spring fatigue, and physical damage can still cause problems.
Sensors6 min read

What actually causes stick drift

The mechanical process behind the most reported controller complaint.

Drift shows up as movement the game registers while your thumb is not touching the stick. The two most common causes are dust or debris around the stick's base interfering with the sensor, and physical wear on a potentiometer style sensor after repeated use.

Dust related drift often responds well to careful cleaning. Wear related drift usually does not improve with cleaning and tends to get gradually worse, since the underlying contact surface is degrading rather than just being dirty.

Note: a reading under roughly 5 percent of a stick's range while at rest is often calibration noise rather than true drift. Run the stick drift test over a longer session before concluding a stick has failed.
Sensors5 min read

How adaptive triggers work

The motorized resistance mechanism, and what a browser can and cannot see.

An adaptive trigger contains a small motor connected to the trigger mechanism that can add or release resistance in real time, controlled by the game through a console specific API. This lets a game simulate the feel of a tensioned bowstring or a sticky mechanical switch.

That motor control channel is not part of the open web standards this site relies on. A browser can read where the trigger currently sits along its travel, but it cannot instruct the motor to apply resistance, and it cannot read the resistance profile a game may have set.

Note: this is a real platform limitation, not a shortcoming of our tool. Any adaptive trigger test running in a browser can only report position, never true motorized resistance.
Sensors5 min read

Gyroscope and motion controls, explained

How gyro aiming works, and why phones and controllers are read differently.

A gyroscope measures rotation rather than position, reporting how fast the device is turning around each of three axes. Some controllers, including the DualSense and Switch Pro, include one, and games use it to let you fine tune aim by physically tilting the controller.

Phones and tablets expose their gyroscope to the browser through the DeviceOrientationEvent standard, which this site's gyroscope test uses directly. Controller gyroscopes are not exposed through the Gamepad API standard, so a website cannot read that data from a connected game controller, only from the device it is running on.

Note: this is why our gyroscope test works on your phone but describes controller gyro compatibility separately rather than reading it live.

Testing methodology

How every tool and rating on this site is actually produced.

Methodology8 min read

How we test every controller

The process behind every tool on this site, from setup to result.

Every tool on this site follows the same basic process. Connect the controller through the browser, exercise every button, stick, and trigger through its full range, and compare the readings against a defined threshold for that specific test, such as what counts as measurable drift versus calibration noise.

Where a claim can be measured directly, such as polling interval or trigger range, the tool measures it live rather than relying on a manufacturer spec sheet. Where something cannot be measured through the browser, such as true adaptive trigger resistance, the relevant page says so directly instead of guessing.

Note: exact numeric thresholds used across tools, such as the drift percentage that counts as a fail, are documented for transparency rather than kept as a black box.
Methodology4 min read

Our rating scale, explained

How the five axis score on review pages is put together.

Individual reviews score five separate axes, build quality, sticks and triggers, buttons and inputs, connectivity, and value for money, each on its own scale before being combined into one overall score.

Value for money is weighted more heavily at the budget end of the market, where price is often the deciding factor, and weighted less heavily on premium controllers, where buyers are usually paying for a specific feature rather than looking for the cheapest option.

Note: a controller with strong hardware can still score lower overall if it is priced well above what its feature set justifies.
Methodology5 min read

Why browser based testing works

What a website can access, and where the open web standards fall short.

The Gamepad API and Web Bluetooth cover most of what a controller test actually needs, live button and stick state, trigger position, and in some cases battery level and basic vibration control, all without installing anything.

The trade off is that a browser is deliberately sandboxed away from lower level hardware access. Deep firmware information, proprietary motor control channels like adaptive trigger resistance, and manufacturer specific diagnostic modes sit outside what any website can reach, regardless of how it is built.

Note: where this site cannot measure something directly, the relevant tool or article says so, rather than presenting an estimate as a verified reading.
Methodology3 min read

What data our tools do and do not collect

A plain explanation of what stays on your device.

Every reading a tool on this site produces, button state, stick position, trigger value, is processed entirely in your browser's memory while the page is open. Nothing about your controller's input is sent to a server as part of normal use.

If a tool offers an export option, such as a text or JSON report, that file is generated and saved directly to your own device when you click the button. It is not uploaded anywhere by this site.

Note: closing or refreshing the page clears all in memory readings immediately, since nothing is being stored beyond the current session.

Glossary

Quick definitions for terms used throughout this site.

Deadzone
The small area around a stick's center where movement is ignored, present by design on every controller.
Drift
Unintended input reported while a stick is at rest, usually caused by sensor wear.
Polling rate
How many times per second a controller reports its state to the connected device, measured in Hz.
Input latency
The delay between a physical press and that input registering in software.
Hall effect sensor
A contactless magnetic sensor used in sticks and triggers that resists the wear a potentiometer suffers.
Potentiometer
A contact based resistive sensor common in sticks, prone to wear that leads to drift over time.
TMR sensor
Tunnel magnetoresistance, a newer contactless sensor type similar in durability to Hall effect.
Circularity
How closely a stick's full range of motion traces a true circle rather than an uneven oval.
Snapback
How a stick returns to center after release, including any overshoot past the resting point.
Adaptive trigger
A trigger with a motor that can vary resistance in real time based on the game being played.
Haptic feedback
Fine grained vibration feedback that can simulate different textures and forces, beyond basic rumble.
Gamepad API
The web standard that lets a browser read connected controller input without extra software.
Button mapping
The assignment of physical buttons to the index numbers a program reads them as.
Ghosting
When a single input is reported more than once, or an input registers without being pressed.
N key rollover
The number of simultaneous key presses a keyboard can register correctly at once.
Macro
A pre recorded sequence of inputs triggered by a single press, sometimes restricted in competitive play.
Put it into practice

Read the concept, then check your own controller

Every article here is written to pair with a live tool. Once you understand what a term means, run the matching test on your own hardware to see it in action.

Learn FAQ

Common questions about this section.

How is Learn different from Guides?

Learn explains concepts and terminology, the why behind a number. Guides walk through a process step by step, the how of getting something done, such as pairing a controller. Many Learn articles and Guides link to each other where they overlap.

How is the glossary organized?

Terms are grouped by category and also searchable from the filter bar at the top of this page. The dedicated glossary page lists every term alphabetically in one place.

Do you update definitions and articles over time?

Yes. Articles are revisited when a browser standard changes, when new sensor technology becomes common, or when reader feedback points out something unclear.

Where can I read the full testing methodology?

The complete methodology article covers every tool's testing process and thresholds in detail. It is included in the Testing methodology section above and linked from the Reviews page.

Can I suggest a term or topic to add?

Yes. Send a suggestion to gamepedtester@gmail.com and it will be considered for the glossary or a future article.