Connect And Wake
Use USB as the first baseline when possible, then press a physical button so the browser exposes the gamepad.
Check whether your browser exposes controller rumble support, then send weak, strong or preset haptic pulses from the local test panel. The page reports support status, intensity, duration and pulse failures without claiming to measure true motor strength.
Run vibration as a capability check first. Unsupported in a browser does not automatically mean the controller motor is broken.
Use USB as the first baseline when possible, then press a physical button so the browser exposes the gamepad.
Check whether the page reports supported, unsupported or failed before changing sliders or presets.
Send a short weak pulse first, then try strong rumble, Heartbeat, Burst or Click if the browser path works.
Vibration is an output capability. The most important result is whether the browser can expose and trigger haptics at all.
Shows whether the current browser, operating system, connection mode and controller expose a compatible haptic actuator.
The low-frequency or lower-strength rumble value sent by the weak motor control when the browser supports it.
The high-strength rumble value sent by the strong motor control. Some devices may map channels differently.
The pulse length in milliseconds. The current control supports short 80 ms taps through longer 1600 ms tests.
Heartbeat, Burst and Click send short predefined patterns for quick feel checks without manually changing sliders.
The activity log records successful pulses and API failures, including browser-blocked or unsupported states.
ControllerTest tries dual-rumble haptics first and falls back to a simpler pulse path when that is all the browser exposes.
USB, Bluetooth, 2.4G receivers and official adapters can expose different rumble support for the same controller.
This page checks browser-exposed controller haptics. It is useful for support diagnosis, but it is not a physical vibration force meter.
| Method layer | What this page does | Confidence and limits |
|---|---|---|
| Browser capability detection | Checks vibrationActuator or hapticActuators | The browser must expose a compatible haptic actuator before the page can send rumble. Support varies by platform, controller, browser and connection mode.MDN vibrationActuator |
| Pulse method | Uses dual-rumble playEffect, then pulse fallback | When available, ControllerTest sends weakMagnitude and strongMagnitude through dual-rumble. If only pulse is exposed, it sends a single combined intensity.MDN GamepadHapticActuator |
| Confidence | Supported status plus a felt short pulse | The strongest confirmation is a supported browser path and a physical pulse you can feel. Repeat with USB if Bluetooth or adapter mode is inconsistent. |
| API limits | Does not measure true motor force or adaptive triggers | The page cannot certify motor health, vibration frequency, end-to-end haptic latency, firmware routing, game-specific effects or DualSense adaptive trigger resistance.PS5 controller test |
Use short pulses while diagnosing. If browser support differs from a game, compare USB, browser, operating system settings, Steam Input and the controller maker's app before judging hardware.
Controller vibration, rumble and haptic feedback are output effects sent to motors or actuators inside the controller.
Traditional controllers use one or more motors to create low-frequency impact, engine, collision or weapon feedback.
In the browser, vibration depends on whether the Gamepad API exposes a haptic actuator for the connected controller.
Vibration confirms output support. Use the input, drift, deadzone, circularity and polling pages for controller input diagnosis.
A good rumble check controls connection mode, browser support and pulse strength before treating the result as hardware evidence.
Use a data-capable USB cable first. Wireless modes can expose different haptic support or lose rumble entirely in some browser paths.
Try current Chrome or Edge for the first pass, then compare other browsers only after you know the controller can be detected.
Start around 50% intensity and a short duration. Avoid long full-strength loops when diagnosing a questionable controller.
Send both weak and strong pulses. If they feel identical, the device or browser may expose only one channel or merge channels.
If a game vibrates but the browser does not, the native driver path may support haptics that the web API cannot access.
Use these bands to separate browser support, connection behavior and possible hardware issues.
| Result | What it means | Next action |
|---|---|---|
| Supported + pulse felt | Browser haptic path works | The current browser, OS, connection and controller expose usable rumble. Try weak, strong and preset pulses for a practical feel check. |
| Supported + no physical feel | API path exists but output is not obvious | Raise intensity briefly, check controller battery, OS/game vibration settings, motor condition and whether the selected controller is the one you are holding. |
| Unsupported | No compatible actuator exposed | This does not prove the motor is broken. Try USB, Chrome or Edge, vendor software, Steam Input settings and a native game comparison. |
| Pulse failed | Actuator exists but the call did not complete | The browser, driver or controller may block the effect. Reconnect, shorten duration, switch connection mode and retest. |
| Weak and strong feel identical | Channels may be merged or mapped differently | Many controllers, adapters or browser paths do not expose separate motor channels in a way that matches native games. |
This guide describes browser-visible haptic behavior. It does not replace manufacturer diagnostics, firmware tools or a physical repair inspection.
When rumble does not work in the browser, change one layer at a time so you can identify whether the issue is browser, connection, settings or hardware.
Compare USB, Bluetooth, 2.4G receiver and official adapters. The same controller can expose different haptic support by mode.
Test in Chrome or Edge as a baseline. Safari, Firefox or mobile browsers may expose less haptic behavior for gamepads.
Steam Input can remap controllers and sometimes changes what the browser or games see. Disable or adjust it for a clean comparison.
Check Xbox Accessories, PlayStation firmware tools, Razer Synapse, GameSir Nexus, 8BitDo Ultimate Software or similar apps for firmware and vibration settings.
Many games have separate vibration, haptics, trigger effect and controller profile toggles. Browser results and game settings can disagree.
DualSense adaptive trigger resistance is not controlled by this standard browser rumble test. Treat it as a separate console or native-app feature.
Most vibration issues come from browser support gaps, connection mode differences, disabled settings or selecting the wrong controller.
Press a physical button after connecting, reconnect USB, close games or launchers that may capture the pad, and try Chrome or Edge.
The browser did not expose a compatible haptic actuator. Try USB, another browser, vendor tools or a native game before judging the motor.
Native games can use driver or platform haptic paths that the browser Gamepad API cannot access.
Raise intensity briefly, check battery and system vibration settings, make sure the correct controller is active, then repeat with USB.
The browser or controller may merge channels. Use the result as a support check, not a precise motor separation test.
Bluetooth stacks and power saving can change haptic behavior. Use USB or a 2.4G receiver for a cleaner comparison.
This page does not control DualSense trigger resistance. It only checks browser-exposed rumble or haptic actuator support.
Use the active player/device display and disconnect extras if the vibration pulse is going to a different connected controller.
Vibration is best reported as support outcomes rather than universal numeric benchmarks. These rows are ControllerTest interpretation ranges and source-linked browser API references, not live user submissions.
| Reference | Expected outcome | How to use it |
|---|---|---|
| ControllerTest supported | Supported status and a felt pulse | Treat this as a working browser haptic path for the current controller, connection, OS and browser combination. |
| ControllerTest unsupported | No compatible actuator exposed | Useful as a browser compatibility result. It does not prove a controller motor is faulty if native games still vibrate. |
| ControllerTest pulse failed | API call failed or was blocked | Record the failure, shorten duration, reconnect the controller and compare another browser or connection mode. |
| MDN vibrationActuator reference | Limited availability; platform and controller support can vary | Explains why this page can show unsupported even when the controller has vibration hardware.MDN vibrationActuator |
| MDN GamepadHapticActuator reference | Supports playEffect and pulse when exposed | Matches this page's dual-rumble first, pulse fallback testing method.MDN GamepadHapticActuator |
| Device family comparison | Xbox, DualSense, Switch and third-party pads can differ | Use related device pages and vendor tools for model-specific context, then treat this page as the browser-exposed haptic check.Xbox controller testPS5 controller testSwitch controller test |
Reference outcomes describe the current browser path, not guaranteed device capability. Firmware, drivers, connection mode, battery state, remapping tools and game settings can change haptic behavior.
Short answers for using this browser-based controller tool and interpreting the result.
The browser may not expose a compatible haptic actuator for this controller, OS, driver or connection mode. The controller can still rumble in native games.
No. Unsupported means this browser path cannot access a compatible haptic actuator. Compare USB, another browser, vendor software and a native game before assuming hardware failure.
Games can use native driver, console or platform APIs that expose rumble differently from the browser Gamepad API.
Chrome and Edge are usually the best first baseline for browser gamepad haptics, but support still depends on the controller, operating system and connection mode.
No. The standard browser Gamepad API can read many inputs but does not provide normal control over DualSense adaptive trigger resistance.
No. The page sends browser-exposed pulse values and lets you feel the result. It cannot measure physical motor force, vibration frequency or haptic latency.
Normal short pulses should not damage a controller. Avoid long full-power loops if you are diagnosing an already faulty device.
Many controllers use separate low-frequency and high-frequency rumble channels. One feels heavier, while the other feels sharper or lighter.