Controller Circularity Test

Choose a stick, start the circularity pass and rotate smoothly around the full outer gate. The tool visualizes trace shape, coverage, circularity error, sample count and whether the stick reaches full range evenly.

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Quick Steps

Run the circularity pass as a repeatable outer-gate movement, not a random stick wiggle.

Connect And Wake

Use USB as a baseline when possible, or connect Bluetooth/2.4G, then press any controller button so the browser lists the gamepad.

Pick Left Or Right Stick

Test one stick at a time. Left and right sticks wear differently, so keep each trace separate.

Rotate For The Full Pass

Push to the physical outer edge and rotate slowly around the gate until the 12-second sample finishes.

Repeat Suspicious Results

Run a second pass if the trace is sparse, square, clipped or very different from what you feel in game.

Result Metrics

Circularity is easiest to read when you separate range, shape, sample quality and the final status.

Coverage

The largest browser-visible radius reached during the pass. Low coverage means the stick may not expose full outer travel.

Circularity Error

The average radius deviation from the trace's mean radius. Lower error means the path is closer to an even circle.

Samples

The number of valid movement points captured while the stick is away from center. Too few samples makes the result weak.

Selected Stick

Shows whether the left or right stick is being measured so you can compare them without mixing traces.

Trace Shape

The canvas reveals round, square, diamond, clipped or missing sections that a single score can hide.

Result Status

Pass, borderline, review or not enough movement based on coverage, error and sample count.

Outer Range Consistency

A practical reading for racing, camera control, aim acceleration and games that depend on full analog travel.

Accuracy & Methodology

This page measures browser-visible outer-gate behavior. It is useful for repeatable controller checks, but it is not a factory calibration rig.

Method layerWhat this page doesConfidence and limits
Browser axis readingReads mapped analog axes through the Gamepad APIThe browser exposes stick axes through navigator.getGamepads(). Axis order, values and mapping can vary by controller, adapter, browser and remapping layer.MDN Gamepad API
12-second movement sampleRecords the selected stick while it is away from centerThe current pass lasts 12 seconds and samples points only when the stick radius is above the center-noise threshold. Keep the tab focused and rotate smoothly.
Sample confidenceRequires enough valid outer-gate pointsThe result is marked as not enough movement when fewer than 30 valid samples are captured. Confidence improves when repeated passes produce similar traces.
API limitsCannot inspect physical gate wear directlyThe page sees browser-mapped axis values, not the raw sensor, shell gate, firmware calibration table or the game's response curve.Stick drift test

Retest after changing USB/Bluetooth mode, Steam Input, vendor software, firmware, browser or operating system calibration. Compare both sticks before deciding on repair.

What Is Controller Circularity?

Controller circularity describes how evenly an analog stick reaches the outer gate in every direction.

Outer-Gate Shape

A healthy trace should look reasonably round and should not miss large directional sections.

Different From Drift

Drift is center movement while untouched. Circularity is full-range movement while the stick is intentionally held at the edge.

Different From Deadzone

Deadzone hides small center noise. Circularity reveals whether the outer range is even enough for steering, aiming and camera speed.

How To Test Circularity Correctly

A clean circularity test depends more on movement technique than on speed.

Use The Physical Edge

Push the stick gently into the outer gate and keep it there. Do not draw small circles near the center.

Rotate Slowly

Move smoothly through all angles. Slow rotation gives the browser more points and makes flat spots easier to see.

Avoid Cutting Corners

Do not snap between up, right, down and left. Cutting across the middle creates a misleading diamond trace.

Test Both Sticks

Run a separate pass for left and right sticks, especially on controllers used heavily for shooters, racing or camera control.

Use USB As Baseline

If the trace looks unstable over wireless, repeat with a data-capable USB cable before judging the stick hardware.

Guide: Circularity Result Bands

These bands match the current ControllerTest circularity pass. Use them as a practical range check, then confirm suspicious results with a repeat pass.

Result bandCurrent thresholdHow to read it
PassError under 7% and coverage over 85%The browser sees a reasonably even outer trace. Test the other stick and keep the result as a baseline.
BorderlineError under 13% and coverage over 75%The controller may still be usable, but check game feel, repeat the pass and inspect whether one direction is clipped.
ReviewError 13% or higher, or coverage 75% or lowerLook for square corners, missing diagonals, uneven radius or a trace that never reaches the outer guide.
Not enough movementFewer than 30 valid samplesThe stick was not moved enough, the wrong stick was selected, or the browser did not receive enough movement updates.
Coverage over 100%Browser axis can exceed nominal full scaleSome mappings report slightly beyond 1.00. Treat the trace shape and repeatability as more important than one oversized point.

Circularity scores explain outer travel only. Use the drift and deadzone pages for center noise, and the input test for button or trigger mapping issues.

Settings / Fix / Change

When circularity looks poor, separate game settings, mapping layers and hardware before replacing a stick module.

Recalibrate First

Use Windows game controller settings, console calibration, Steam Input or vendor software when available, then repeat the pass.

Adjust Outer Deadzone Or Curve

Some games and mappers include outer deadzone, anti-deadzone, response curve or sensitivity settings that can compensate for mild range issues.

Compare Connection Modes

Retest with USB, Bluetooth and 2.4G separately. Wireless instability or adapter mapping can make a trace look worse than the stick really is.

Inspect The Stick

Clean debris around the gate and thumbstick cap. Repeatable flat spots, missing directions or severe low coverage may need repair or module replacement.

Use Specialized Pages

Run drift for center offset, deadzone for center-noise settings and input test for mapping before treating circularity as the only problem.

Troubleshooting

Most bad circularity runs come from incomplete movement, wrong stick selection, browser mapping or a real outer-range problem.

Low Coverage

Push the stick fully to the edge and rotate again. If coverage stays low, compare USB mode and check calibration or physical travel.

High Error

Move slower and keep constant pressure against the gate. If high error repeats, the stick may have flat spots or uneven diagonals.

Square Or Diamond Trace

Avoid snapping between cardinal directions. If the shape repeats with smooth movement, a driver, mapper or worn gate may be limiting diagonals.

Not Enough Samples

Select the correct stick, keep the tab focused and rotate for the entire 12-second pass instead of stopping early.

Wrong Stick Selected

Use the left/right selector before starting. If the trace does not move, switch sticks and restart the pass.

Controller Not Detected

Press a physical button after connecting, try Chrome or Edge, reconnect the cable and close games or launchers that may capture the controller.

Community Benchmarks / Reference Ranges

These are ControllerTest interpretation ranges and source-linked device technology references, not live user submissions. Use them as context for your own trace.

ReferenceRange or capabilityHow to use it
ControllerTest pass rangeCoverage over 85%; error under 7%A practical target for a clean browser-visible circularity pass. Save the result as a baseline before tuning or repair.
ControllerTest borderline rangeCoverage over 75%; error under 13%Usable for many games, but compare both sticks and repeat the pass if aim, camera or steering feels uneven.
ControllerTest review rangeCoverage 75% or lower, or error 13% or higherInspect for clipped directions, low outer travel, mapping issues, debris around the gate or stick module wear.
GameSir G7 SEHall Effect sticks; GameSir Nexus stick and trigger zone adjustmentsA real controller example where magnetic stick hardware and vendor zone settings can affect long-term stick behavior and setup options.GameSir spec
Razer Wolverine V3 Pro 8K PCTMR thumbsticks with swappable capsA real controller example using magnetic stick technology. Treat device specs as hardware context, not a guaranteed circularity score.Razer spec
Browser API referenceGamepad API exposes buttons, axes and connection eventsExplains why this page can draw a browser-visible circularity trace but cannot inspect physical sensors or game-engine response curves directly.MDN Gamepad API

Reference ranges are diagnostic starting points. Real results depend on controller model, stick wear, firmware, calibration, connection mode, browser and movement technique.

Controller Circularity Test FAQ

Short answers for using this browser-based controller tool and interpreting the result.

What is controller circularity?

Controller circularity describes how evenly an analog stick reaches the outer gate in every direction while you rotate it around the edge.

What is a good circularity error?

In the current test, under 7% error with over 85% coverage is treated as a pass. Under 13% error with over 75% coverage is borderline.

Why does my trace look square or diamond-shaped?

A square or diamond trace can come from snapping between directions, limited diagonal travel, remapping software, calibration issues or worn stick hardware.

Why is my coverage low?

Low coverage usually means the stick did not reach the outer edge, the wrong stick was selected, the movement was incomplete, or the browser mapping is limiting the axis range.

Is circularity the same as stick drift?

No. Stick drift measures center offset while the stick is untouched. Circularity measures outer travel while you intentionally rotate the stick at full range.

Can deadzone fix poor circularity?

Inner deadzone can hide center noise, but it does not repair poor outer-gate travel. Some games offer outer deadzone or response curves that can compensate for mild range issues.

Should I test both sticks?

Yes. Left and right sticks wear differently, and the stick used for camera aim, steering or aiming may need a cleaner trace than the movement stick.

Why do browser results differ from games?

Browsers read mapped Gamepad API axes. Games may use native drivers, their own calibration, response curves, deadzones and platform-specific controller profiles.