Stick drift test that gives you a number

Put the controller down, start the run, and do not touch it. For 60 seconds both sticks are sampled every frame; at the end you get the largest resting offset your hardware produced, the mean, the worst value on each individual axis, and how much of the run sat at exactly zero — the figure that decides whether the result means anything at all.

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A connected pad stays invisible to this page until you use it. That is the specification working as designed, not a fault — see the note below the tool.

Device report

id
waiting for input
mapping
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index
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buttons
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axes
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vibrationActuator
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Vibration

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Put the controller down on a flat surface and do not touch it until the countdown ends. Every frame, both sticks are sampled; the result is the largest resting offset your hardware produced.

What is being measured

A thumbstick reports two axes, each between −1 and +1, and at rest both should read 0. Drift is the failure of that promise: the stick reports movement nobody asked for. The headline figure here is the largest magnitude the pair reached during the run — √(x² + y²) — because that is the quantity a dead zone compares against, not the individual axes. A stick resting at x = 0.04, y = 0.04 has a magnitude of about 0.057 and will escape a 0.05 dead zone even though neither axis alone reaches it.

The per-axis maxima are reported underneath because they localise the fault. Drift confined to one axis usually points at one potentiometer or one Hall sensor; drift on both tends to be a centring or calibration problem. Neither is a diagnosis this page can make for you — it reports what the axes did.

The zero-sample trap

This is the part most drift-testing pages leave out, and it invalidates a great many confident results. Dead zones stack. Your controller's firmware may apply one, the driver may apply another, and only what survives both ever reaches the browser. A stick with a real resting offset of 0.04 sitting behind an upstream dead zone of 0.08 will report a perfectly flat 0.000 here, forever, on every browser.

So the tool reports the share of samples that were exactly zero, and if the entire run was zero it marks the result inconclusive, never clean. An all-zero run proves that nothing escaped the dead zones already in the chain. It does not prove the stick is centred, and this site will not tell you it does.

PadTest's drift bands

A raw number like 0.037 is hard to think about, so the tool attaches a word to it. Those words come from the scale below. This scale is a definition invented for this site. No standards body, manufacturer or repair guide set these boundaries — we did, so that the same reading always gets the same label. They are not a warranty threshold, not a fault diagnosis, and not a measurement of any population of controllers.

PadTest's own band scale for the largest resting offset in a run.
BandOffset magnitudeWhat it describes
Reads exactly zero exactly 0.000 Every sample was 0.000. Either the stick is genuinely still, or a dead zone applied by the driver, firmware or OS is hiding movement before the browser can see it. This test cannot tell those apart — see the note under the result.
Quiet above 0.000 – 0.020 A little jitter is reaching the browser, but it is smaller than the dead zone most games apply. Nothing here would move a camera.
Restless above 0.020 – 0.050 Visible in a readout, still under a typical game dead zone. Worth writing down so you can compare the same stick in a month.
Wandering above 0.050 – 0.100 Large enough to escape a small dead zone. This is the range where people start reporting slow camera creep in games that let you set the dead zone low.
Runaway above 0.100 A tenth of full deflection with nobody touching the stick. Games that expose a dead-zone slider can usually mask it; the underlying movement is still there.

Does your drift actually matter? Check it against a dead zone

Drift only becomes a symptom when it escapes the dead zone applied on top of it. This table is the whole question in one grid: down the side, a resting offset; across the top, a circular dead zone. A tick means that dead zone hides that offset completely.

Generated: a circular dead zone of radius d hides an offset of magnitude m exactly when m < d. Computed from the same function the tool applies, and asserted cell by cell in the test suite.
Resting offset d = 0.05d = 0.08d = 0.10d = 0.15d = 0.20d = 0.25d = 0.30 Smallest that hides it
0.010 hiddenhiddenhiddenhiddenhiddenhiddenhidden 0.05
0.020 hiddenhiddenhiddenhiddenhiddenhiddenhidden 0.05
0.035 hiddenhiddenhiddenhiddenhiddenhiddenhidden 0.05
0.050 escapeshiddenhiddenhiddenhiddenhiddenhidden 0.08
0.080 escapesescapeshiddenhiddenhiddenhiddenhidden 0.10
0.120 escapesescapesescapeshiddenhiddenhiddenhidden 0.15
0.200 escapesescapesescapesescapesescapeshiddenhidden 0.25

Read your own measured offset off the tool, find the nearest row, and you know which games will show it. A stick measuring 0.035 is invisible to anything using 0.05 or more, and visible to a game that lets you drop the dead zone to 0.02 — which is exactly why players who lower their dead zone for responsiveness are the ones who notice drift first. The dead zone test lets you drag that threshold across your own live input and watch the transition happen.

How to run a test that is worth comparing

  1. Place the controller on a flat, still surface. A lap, a cushion or a hand adds movement you will later mistake for drift.
  2. Disconnect anything else that could nudge it — a charging cable under tension will lean a lightweight pad.
  3. Start the run and take your hands off entirely, including off the desk if it wobbles.
  4. Record all four numbers: max, mean, per-axis maxima, and the zero-sample share. The last one is what makes the others meaningful.
  5. Repeat after any change — recalibration, cleaning, a firmware update — under identical conditions. A single measurement is a data point; two under the same conditions are evidence.

If you are testing before buying second-hand, run this alongside the full gamepad tester so you cover buttons and triggers in the same sitting, and check the analog triggers separately on the analog trigger test — a trigger that no longer returns to zero is the same class of fault as a drifting stick and is missed by every button test.

What this page deliberately does not tell you

It publishes no drift figures of its own for any controller model. We have no controllers to measure, and a table of plausible-looking numbers for popular pads would be invention dressed as data. Any page ranking controllers by drift owes you a method, a sample size and a date; in their absence, the only number worth trusting about your controller is the one your controller just produced.

Questions people actually ask

How long should a drift test run?

Long enough that a slow wander has time to appear. This page defaults to 60 seconds because drift is frequently not constant — a stick can sit still for twenty seconds and then lean. Shorter runs are offered for a quick re-check after an adjustment, but a 60-second run with the controller flat on a table and untouched is the one to screenshot.

My result says every sample was exactly zero. Is my controller perfect?

It is not proven either way, and the tool says so rather than congratulating you. Controller firmware, the driver or the OS frequently applies a dead zone before any application sees the axis. A stick with a genuine resting offset of 0.04 sitting behind a driver dead zone of 0.08 reports a flat 0.000 to every browser on earth. An all-zero run means "nothing escaped whatever dead zone is already in the chain" — useful, but a different claim from "the stick is centred".

What counts as bad drift?

There is no industry threshold to appeal to, so this site does not pretend there is one. The bands on this page are PadTest's own scale, chosen so a bare number has a word attached to it — nobody standardised them and no manufacturer endorses them. The question that actually matters is comparative: does your offset clear the dead zone your games use? The table on this page answers that directly.

The tester detected my controller without me touching it. What does that mean?

That is worth taking seriously. Browsers only reveal a pad after a deliberate gesture, and for axis movement the specification says the threshold should be large enough that random jitter is not counted as interaction. A controller that announces itself while sitting untouched on a desk has produced movement past that bar on its own. Run the measurement and see how large the offset is.

Can I fix stick drift without replacing the stick?

Sometimes the reading improves after cleaning around the base of the stick, and many controllers offer a recalibration procedure that re-learns the centre point. This page can tell you whether either helped, which is its real value: measure, do the thing, measure again under identical conditions, and compare the two numbers instead of your impressions. What this page will not do is tell you whether to open the hardware — it reports an offset, not a repair plan.

Why does the mean offset differ so much from the max?

Because they describe different failures. A large max with a small mean is an intermittent lean — the stick is mostly fine and occasionally is not, which is the pattern people report as "it only drifts sometimes". A mean close to the max is a steady offset, the stick simply resting off centre. The tool prints both alongside the per-axis figures so you can tell which one you have.

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