Live gamepad button test
Press face buttons, shoulders, triggers, directional controls and stick buttons while the visual controller and raw values update immediately.
Check buttons, triggers, analog sticks, deadzone, drift, range and vibration in real time, then save a private diagnostic report.
Visual feedback and metrics update from the selected device.
This gamepad tester combines a controller button test, joystick visualizer, analog trigger monitor, controller drift test, deadzone estimator and stick range check. It is useful for checking a new controller, comparing wired and wireless behavior, documenting intermittent input, diagnosing unwanted movement and confirming that a browser can see every control.
Press face buttons, shoulders, triggers, directional controls and stick buttons while the visual controller and raw values update immediately.
Sample untouched sticks for a chosen duration to measure average center offset, maximum neutral movement, short-term noise and a practical deadzone suggestion.
Rotate each stick through its full movement to inspect directional coverage, outer range, clipping and uneven travel.
Map four axes to left and right sticks when a generic, retro, flight or unusual controller does not follow the standard layout.
Run a short strength-controlled rumble check when the selected browser, operating system, connection and controller report support.
Save a structured report, optional low-frequency sample log or concise clipboard summary without sending the live controller data to a page-specific server.
Follow the same sequence shown in the diagnostics workspace for a reliable neutral, range and button test.
The average X and Y values show where an untouched stick settles. A repeatable offset can create unwanted movement when a game or application uses a deadzone smaller than that offset.
The maximum magnitude is the largest distance observed from the reported center during the test. Compare it with the selected evaluation deadzone and repeat the test after releasing the stick from several directions.
Noise measures how much the resting values fluctuate around their average. A centered stick can still be unstable if its values rapidly jump or shimmer.
The suggested deadzone adds a small safety margin above observed neutral movement. It is a troubleshooting starting point, not a change applied to the controller or operating system.
| Result | What it represents | How to use it |
|---|---|---|
| Axis value | Current analog position, normally from approximately −1 to +1. | Confirm direction, centering, full travel and correct axis mapping. |
| Button value | Released, pressed or an analog value between zero and one. | Check missed presses, sticking buttons and gradual trigger travel. |
| Drift magnitude | Distance of the stick position from its evaluated center. | Compare with a game’s deadzone or the threshold selected in this tool. |
| Noise | Variation around the average resting position. | Identify jitter that may cause unstable aiming or movement. |
| Coverage | Percentage of directional sectors reached during the range test. | Rotate the stick through complete circles and revisit missing directions. |
| Outer consistency | Variation in maximum radius between reached directions. | Observe clipping, square gates, asymmetry or limited travel without treating every non-circle as a defect. |
Verify every button, trigger and stick before a return period ends or before buying a second-hand device.
Run repeated neutral tests to determine whether movement is visible at the browser level and estimate a deadzone that covers it.
Test the same controller through USB, Bluetooth or a supported wireless adapter to compare mapping, vibration availability and reported stability.
Inspect raw axes, button indices and standard mapping while implementing or troubleshooting controller support in a web project.
The tool reads controller state in the browser and does not submit axes, button activity or drift samples to a page-specific processing endpoint.
The page does not request camera, microphone, location or motion-sensor access. A connected controller may need a button press before the browser exposes it.
Only interface choices such as axis mapping, deadzone and test duration may be remembered. Controller identifiers, test results and activity logs are not stored by the tool.
JSON and CSV output are assembled in browser memory when you choose a download. Temporary download references are released afterward.
A controller can remain hidden until a button is pressed or a stick is moved. Scan again after interacting with the device.
Raw axis and button order can differ across controllers, operating systems, drivers, browsers and wired or wireless connections.
Input can work even when the browser does not expose compatible vibration controls. The disabled vibration button accurately reflects that limitation.
Browser-observed timestamps do not isolate USB polling, wireless delay, operating-system scheduling, display refresh or game-engine latency.
Center compensation changes only this page’s displayed calculations. It does not change firmware, system calibration, game settings or hardware.
Touchpads, motion sensors, microphones, adaptive triggers, LEDs, batteries and controller-specific features may not be exposed.
Press a controller button, choose Scan Controllers, confirm operating-system detection, use a secure page and try another browser, cable, port or pairing.
Change the left and right X/Y axis selectors. Generic controllers and unusual devices may not follow the standard four-axis order.
Repeat the neutral test after moving and releasing each stick from several directions. Keep the controller still and avoid resting fingers on the sticks.
Reconnect the controller, try a wired connection or another browser, and confirm that the vibration action is enabled. Input support does not guarantee vibration support.
Answers about button tests, analog triggers, stick drift, deadzones, range, circularity, vibration, controller detection, privacy and downloaded reports.
It displays connected controllers, live buttons, analog triggers and axes, measures stick drift and center noise, checks stick range and circular coverage, and offers an optional vibration test when the browser and controller support it.
Connect the controller, press one of its buttons, choose it from the controller list and keep monitoring enabled. Some browsers do not expose a newly connected controller until the first button press or stick movement.
Stick drift is unwanted analog input while the stick is resting near its center. It can make a character, camera or cursor move without intentional input.
The neutral test samples the mapped left and right stick axes while you leave both sticks untouched. It records average center offset, maximum drift magnitude and short-term noise.
Use the smallest deadzone that reliably covers the controller’s neutral movement without making normal aiming feel unresponsive. The report suggests a value slightly above the largest movement observed during the neutral test.
No. Minor electrical noise and centering variation are common. Whether it causes a problem depends on the game’s deadzone, the controller, the operating system and the browser-reported values.
No. It diagnoses browser-visible input and estimates a practical deadzone. It cannot physically clean, calibrate, replace or repair a worn analog-stick mechanism.
Yes. After a neutral test, enable measured-center compensation to subtract the recorded average offset from the live display and exported metrics. This does not change system or game settings.
The range test records the maximum movement reached in different directions while you rotate each stick around its full travel. It reports directional coverage and approximate outer-range consistency.
Circularity describes how closely full stick movement follows a consistent circle. Real controllers can report square, clipped or uneven ranges, so the result is a diagnostic observation rather than a universal pass standard.
Yes. The standard controller diagram and raw button list show pressed state and analog value. The activity log records button presses, releases and hold duration during the current session.
Yes. Controllers that expose analog trigger values show gradual values between released and fully pressed. Some devices or mappings may expose triggers differently.
Yes when the selected controller and browser expose compatible vibration controls. The vibration button remains unavailable when support is not reported.
Vibration support differs by browser, operating system, connection method and controller. A controller can work for buttons and sticks while vibration remains unavailable.
Many commonly used USB and Bluetooth controllers can be detected, but button naming, axis order, vibration and special features vary by device, operating system and browser.
Yes when the operating system and browser expose the device as a game controller. Use the raw axes and custom axis mapping when the standard diagram does not match the physical layout.
Yes. Every browser-detected controller appears in the controller selector. Choose one device at a time for the detailed drift, range and button tests.
Confirm that the controller is connected and recognized by the operating system, press a button, try Scan Controllers, use a secure page, and test another cable, USB port, Bluetooth pairing or browser.
Browsers may delay exposing game-controller information until the user interacts with the device. This privacy behavior can make a connected controller appear only after a button press or axis movement.
Not every controller reports the same order or standard mapping. Use the four axis selectors and Y-axis inversion options to match the left and right physical sticks.
An analog axis is normally reported near zero at rest and approaches negative or positive one toward opposite extremes. Actual values and direction can vary by device and mapping.
A standard mapping indicates that the browser has arranged common buttons and axes into a familiar layout. An empty or different value means raw positions may need manual interpretation.
It records when the browser observes button changes, but it does not claim true hardware input latency because display refresh, operating-system scheduling, USB polling and browser timing all affect that measurement.
No page-specific server endpoint receives the live controller state. Reading, visualization, analysis and report creation happen in the current browser session.
It saves only non-sensitive preferences such as deadzone, test duration and axis mapping. Controller identifiers, button activity and sampled input are not saved by the tool.
No. It does not request camera, microphone, location or sensor access. Controller detection is handled through the browser’s controller interface.
It can work on mobile browsers and devices that expose a connected controller, but mobile operating systems, browsers, cables and Bluetooth profiles can limit detection or vibration.
Current Chrome, Edge, Firefox and Safari releases support the main controller-reading interface on many devices. Connection behavior, mappings and vibration support still vary.
Yes. Download a structured JSON report, a CSV log of retained samples, or copy a concise diagnostic summary to the clipboard.
The report includes the selected controller description, mapping, button and axis counts, test settings, neutral drift metrics, range metrics, observed buttons and optional retained samples.
A reconnect can assign a different controller index or mapping, reset browser state, alter the wireless connection or change the operating system’s reported calibration. Run a fresh neutral and range test after reconnecting.
Choose Reset Tests to clear drift, range, activity and retained samples while keeping the page ready to detect connected controllers again.
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