How to use: Stick Drift Test
Place the controller on a stable surface and release both sticks.
Press “Run center sample” and do not touch the controller for five seconds.
Review both sticks, repeat once, then compare in another browser or connection before deciding on repair.
What the result actually measures
The test records both stick axes while the controller rests untouched. It summarizes average center distance, maximum observed distance and variation instead of treating one noisy frame as a diagnosis.
Measurement boundary: The result reflects the current browser, connection, driver and controller state. Built-in game deadzones can hide drift in play, while calibration utilities can change the values the browser receives.
How to interpret the output
Under 3%
The observed center is tight in this sample. Re-run if you still experience movement in a game with a very small deadzone.
3–8%
A minor offset was observed. A modest software deadzone may absorb it, but watch whether the direction is stable.
Above 8%
The offset is more likely to affect low-deadzone games. Confirm it with a second sample and a wired/alternate connection.
Troubleshooting unexpected results
Result changes every run
Wireless interference, a moving cable, worn mechanics or resting a finger on the stick can create an unstable sample.
Game moves but test is centered
The game may use another input, a different calibration layer or settings such as gyro. Compare the in-game deadzone and controller profile.
Frequently asked questions
What drift percentage is acceptable?
There is no universal threshold. Competitive games with tiny deadzones reveal smaller offsets than games with larger built-in deadzones.
Should I set my deadzone to the maximum reading?
Not automatically. Start slightly above a repeatable center offset, then confirm that slow intentional movement still registers.
Does the test move or vibrate the controller?
No. The center sample only reads exposed axes while the controller rests.