Start at ten percent
Leave the controller untouched and confirm both points remain inside the highlighted center ring.
Adjust the threshold while the sticks rest, then move them slowly away from center. The goal is to block unwanted drift without hiding intentional fine movement.
Ready when you are Connect a controller or open the demo to see live diagnostics.
Polling rate is inferred from Gamepad API timestamp changes. It is useful for comparison, not proof of end-to-end hardware latency.
Measure ten seconds of untouched stick input, compare a before and after result, then export a local report.
Sampling and exports run locally. Shared links contain only aggregate values in the URL fragment; they omit the controller name and raw input history.
Three-minute check
Leave the controller untouched and confirm both points remain inside the highlighted center ring.
Reduce the threshold one point at a time until noise or drift begins to cross the ring.
Increase the value by one or two points, then reproduce that setting in the game when supported.
Read the signal
Browser tests are best for repeatable comparisons. Use the same cable, port, browser, and controller state before judging a change.
Interpret the test
The page shows a radial diagnostic threshold. Games may use a different deadzone shape, response curve or separate inner and outer settings, so confirm the final value in the game you play.
A radial deadzone compares the combined distance of the X and Y axes from center, producing a circular threshold like the visualization on this page. An axial deadzone filters each axis separately and can feel more square near diagonal movement. Two settings with the same percentage can therefore produce different aim behavior if the game uses a different calculation.
The inner deadzone suppresses unwanted movement near the resting center. An outer deadzone changes how soon the stick reaches its maximum output near the edge. Raising the inner value can hide small drift but removes fine control; changing the outer value affects full-turn behavior and should not be used as a substitute for diagnosing center noise.
Find the smallest threshold that contains repeated untouched movement, add a modest safety margin, and use it only as a starting value in the game or official controller software. Test slow aim, diagonal movement and a full rotation after applying it. Different games can use different units and response curves, so a ten-percent browser threshold may not map to a numeric value of ten elsewhere.
Straight answers
A deadzone is the area near the joystick center where movement is ignored. It prevents small mechanical noise from moving the camera or character.
No. Lower values improve fine response but can expose drift. The best value is the smallest stable threshold for that controller and game.
No. The slider changes only the visualization. Copy the resulting threshold into a game or official controller app when that option exists.
Not necessarily. Wear can differ between sticks, and games may benefit from different movement and camera thresholds.