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.
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.
Run the circularity pass as a repeatable outer-gate movement, not a random stick wiggle.
Use USB as a baseline when possible, or connect Bluetooth/2.4G, then press any controller button so the browser lists the gamepad.
Test one stick at a time. Left and right sticks wear differently, so keep each trace separate.
Push to the physical outer edge and rotate slowly around the gate until the 12-second sample finishes.
Run a second pass if the trace is sparse, square, clipped or very different from what you feel in game.
Circularity is easiest to read when you separate range, shape, sample quality and the final status.
The largest browser-visible radius reached during the pass. Low coverage means the stick may not expose full outer travel.
The average radius deviation from the trace's mean radius. Lower error means the path is closer to an even circle.
The number of valid movement points captured while the stick is away from center. Too few samples makes the result weak.
Shows whether the left or right stick is being measured so you can compare them without mixing traces.
The canvas reveals round, square, diamond, clipped or missing sections that a single score can hide.
Pass, borderline, review or not enough movement based on coverage, error and sample count.
A practical reading for racing, camera control, aim acceleration and games that depend on full analog travel.
This page measures browser-visible outer-gate behavior. It is useful for repeatable controller checks, but it is not a factory calibration rig.
| Method layer | What this page does | Confidence and limits |
|---|---|---|
| Browser axis reading | Reads mapped analog axes through the Gamepad API | The 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 sample | Records the selected stick while it is away from center | The 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 confidence | Requires enough valid outer-gate points | The result is marked as not enough movement when fewer than 30 valid samples are captured. Confidence improves when repeated passes produce similar traces. |
| API limits | Cannot inspect physical gate wear directly | The 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.
Controller circularity describes how evenly an analog stick reaches the outer gate in every direction.
A healthy trace should look reasonably round and should not miss large directional sections.
Drift is center movement while untouched. Circularity is full-range movement while the stick is intentionally held at the edge.
Deadzone hides small center noise. Circularity reveals whether the outer range is even enough for steering, aiming and camera speed.
A clean circularity test depends more on movement technique than on speed.
Push the stick gently into the outer gate and keep it there. Do not draw small circles near the center.
Move smoothly through all angles. Slow rotation gives the browser more points and makes flat spots easier to see.
Do not snap between up, right, down and left. Cutting across the middle creates a misleading diamond trace.
Run a separate pass for left and right sticks, especially on controllers used heavily for shooters, racing or camera control.
If the trace looks unstable over wireless, repeat with a data-capable USB cable before judging the stick hardware.
These bands match the current ControllerTest circularity pass. Use them as a practical range check, then confirm suspicious results with a repeat pass.
| Result band | Current threshold | How to read it |
|---|---|---|
| Pass | Error 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. |
| Borderline | Error 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. |
| Review | Error 13% or higher, or coverage 75% or lower | Look for square corners, missing diagonals, uneven radius or a trace that never reaches the outer guide. |
| Not enough movement | Fewer than 30 valid samples | The 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 scale | Some 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.
When circularity looks poor, separate game settings, mapping layers and hardware before replacing a stick module.
Use Windows game controller settings, console calibration, Steam Input or vendor software when available, then repeat the pass.
Some games and mappers include outer deadzone, anti-deadzone, response curve or sensitivity settings that can compensate for mild range issues.
Retest with USB, Bluetooth and 2.4G separately. Wireless instability or adapter mapping can make a trace look worse than the stick really is.
Clean debris around the gate and thumbstick cap. Repeatable flat spots, missing directions or severe low coverage may need repair or module replacement.
Run drift for center offset, deadzone for center-noise settings and input test for mapping before treating circularity as the only problem.
Most bad circularity runs come from incomplete movement, wrong stick selection, browser mapping or a real outer-range problem.
Push the stick fully to the edge and rotate again. If coverage stays low, compare USB mode and check calibration or physical travel.
Move slower and keep constant pressure against the gate. If high error repeats, the stick may have flat spots or uneven diagonals.
Avoid snapping between cardinal directions. If the shape repeats with smooth movement, a driver, mapper or worn gate may be limiting diagonals.
Select the correct stick, keep the tab focused and rotate for the entire 12-second pass instead of stopping early.
Use the left/right selector before starting. If the trace does not move, switch sticks and restart the pass.
Press a physical button after connecting, try Chrome or Edge, reconnect the cable and close games or launchers that may capture the controller.
These are ControllerTest interpretation ranges and source-linked device technology references, not live user submissions. Use them as context for your own trace.
| Reference | Range or capability | How to use it |
|---|---|---|
| ControllerTest pass range | Coverage 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 range | Coverage 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 range | Coverage 75% or lower, or error 13% or higher | Inspect for clipped directions, low outer travel, mapping issues, debris around the gate or stick module wear. |
| GameSir G7 SE | Hall Effect sticks; GameSir Nexus stick and trigger zone adjustments | A 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 PC | TMR thumbsticks with swappable caps | A real controller example using magnetic stick technology. Treat device specs as hardware context, not a guaranteed circularity score.Razer spec |
| Browser API reference | Gamepad API exposes buttons, axes and connection events | Explains 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.
Short answers for using this browser-based controller tool and interpreting the result.
Controller circularity describes how evenly an analog stick reaches the outer gate in every direction while you rotate it around the edge.
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.
A square or diamond trace can come from snapping between directions, limited diagonal travel, remapping software, calibration issues or worn stick hardware.
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.
No. Stick drift measures center offset while the stick is untouched. Circularity measures outer travel while you intentionally rotate the stick at full range.
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.
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.
Browsers read mapped Gamepad API axes. Games may use native drivers, their own calibration, response curves, deadzones and platform-specific controller profiles.