Controller Calibration and Deadzone Test

Controller calibration, in the only sense a browser can do safely, means measuring the resting offset and choosing an inner deadzone that swallows it. This page applies that deadzone live, radial or axial, so you can see the value a game would keep. It does not write centers into the controller.

This page focuses on deadzone and calibration. Every other check is still here.

Inputs stay in this browser. Nothing is uploaded.

Press any button on the controller. Browsers hide gamepads until you press a button on this tab.

Browser-observed rate—
Sample age (ms)—
Left stick0.00
Right stick0.00
Offset—

This is how often the browser hands us a new sample. It is not the controller’s USB poll rate. How old the newest sample is when the page draws it. This is not display lag and not in-game lag.

Buttons

Face

YTriangleXB30.00
BCircleAB10.00
ACrossBB00.00
XSquareYB20.00

D-pad

Up0.00
Right0.00
Down0.00
Left0.00

Shoulders and triggers

LBL1LB40.00
RBR1RB50.00
LTL2ZLB60.00
RTR2ZRB70.00

Center and sticks clicks

ViewCreate−B80.00
MenuOptions+B90.00
XboxPSHomeB160.00
LSL3LSB100.00
RSR3RSB110.00
ShareTouchpadCaptureB170.00

Sticks

Left stick0.00, 0.00 · 0.00
Right stick0.00, 0.00 · 0.00

Up on the plot is up on the stick. The numbers keep the browser’s sign: positive Y is usually down.

Vibration

Motion

Gyro, accelerometer, touch position, and battery are not part of the standard Gamepad reading. Chrome and Edge on desktop can request a DualSense or DualShock 4 over WebHID.

Full checkup

  1. Buttons
  2. Sticks
  3. Triggers
  4. Rumble
  5. Review

A short pass over buttons, both sticks, both triggers, and vibration.

Raw data
Raw values appear here after a controller connects.

How to run the deadzone test

  1. Sample drift first. Run the 3-second measure on the stick panel. The slider jumps to the suggestion.
  2. Pick a shape. Radial ignores a circle around center. Axial ignores each axis separately, which is what many games do.
  3. Watch the square marker. The dot is the raw stick. The square is the value after the deadzone. Inside the ring, the square sits at center.
  4. Copy the number into the game. Game sliders use percents or 0–1. 0.10 here is 10% of full tilt.

Start from a real sample, not from a number you saw in a video. A Healthy pad does not need a 0.20 deadzone. A Drift pad is not fixed by a 0.05 deadzone. The stick drift test is the measurement; this page is the setting.

Inner deadzone, outer deadzone, axial and radial

The inner deadzone is the hole in the middle. The outer deadzone, which some games call an anti-deadzone range, is how early the stick reaches “fully deflected.” This tester visualizes the inner zone, because that is the one that hides drift. Radial mode uses the distance from center. Axial mode uses X and Y on their own, so a stick can be inside the deadzone on X and outside it on Y.

Suggested deadzone from your drift sample

After a successful 3-second sample, the suggestion is 1.25 times the larger resting radius, never below 0.05 and never above 0.30. Below 0.05, most games already ignore the noise. Above 0.30, you have given up too much aim and a repair is the better plan. You can still drag the slider.

Hardware calibration vs an in-game deadzone

An in-game deadzone is reversible and local to that game. Hardware calibration rewrites the center the pad reports to every game. DualSense tools that do this use WebHID or a vendor utility and can make a pad worse if the stick was not actually centered when you wrote the value. PadTester does not send that write. Use the maker’s official tool if you truly need a hardware center, and keep a note of the previous behavior.

  • Turn off Steam Input, DS4Windows-style remappers, and in-game deadzones while you measure.
  • Measure again after you turn them back on. The second number is what the game will see.
  • Do not install a “calibrator” from an ad. Official tools come from the company that made the pad.

Frequently asked questions

Does this page calibrate the controller permanently?

No. It only shows how an inner deadzone would treat the live axes. Nothing is written to the pad.

What is a normal deadzone?

For a Healthy sample, 0.05 to 0.08 is plenty on most games. Raise it only to clear the radius you measured.

Radial or axial?

Use the shape your game uses. If you do not know, radial is the clearer picture of “distance from center,” and axial matches a lot of PC titles that deadzone X and Y separately.