Controller circularity test
Rotate each analog stick slowly along its outer edge. The page draws the outer shape the stick actually reaches and calculates how far it is, on average, from a perfect circle. It shows whether a stick reaches full output in every direction — not whether it is a good or bad controller.
No controller detected yet. Connect one and press any button.
- Connect the controller and press any button so the browser can see it.
- Circularity: rotate each stick slowly along its outer edge, several full turns, pressing against the edge.
- Deadzone: let go of the sticks and press Measure resting position, or move the slider yourself.
Rotate along the edge…
Rotate along the edge…
Average error = mean distance of the outer edge from a perfect circle across the directions you covered (0% = perfectly round). Many controllers have a deliberately square-ish or octagonal gate, so a perfect 0% is not expected.
How to run the circularity test
- Connect the controller by cable or Bluetooth and press any button so the browser can see it. If several are connected, choose one under Controller.
- Push one stick to its edge and rotate it slowly, pressing gently against the outer gate, for several full turns in both directions.
- Keep going until the result appears. It is shown once at least 95% of the directions have been covered; before that the page tells you how many are done.
- Do the same with the other stick. Clear shape starts again, for example after a calibration.
How the result is calculated
The circle is divided into 72 directions of 5° each. For each direction the page keeps the largest distance from the centre the stick reached, where 1.0 is the edge of the ring; readings less than halfway out are ignored. The average error is the mean of |largest distance − 1| over the directions covered, shown as a percentage. 0% means the stick reached exactly the edge in every direction.
- Shape inside the ring in some directions: the stick does not report full output there.
- Shape outside the ring, usually at the diagonals: the stick reports more than 1.0 in total there, typical of a square or octagonal output. Each axis is limited to −1…1, so the shape cannot go beyond the corners of that square.
Reading the result
- There is no universal pass mark. Many controllers have a deliberately square-ish or octagonal gate or firmware scaling, so a high percentage can simply reflect the design.
- What deserves attention is one direction falling clearly short of the others, a dent in the shape. That can come from wear, debris or calibration, and in games it means you cannot reach full speed or full turn in that direction.
- Compare the left and right stick of the same controller, and the result before and after a calibration. Rotate slowly: fast spins skip directions and give jagged shapes.
- Circularity says nothing about drift or about the health of Hall-effect or TMR sensors. For movement at rest use the stick drift test; to set a centre deadzone use the controller deadzone test.
Limits
The browser sees stick values after the operating system, driver and any remapping software such as Steam Input. Games apply their own deadzones and response curves, so what you see in a game can differ. The page reads the first four axes as the left and right stick; if the gamepad tester reports non-standard mapping for your controller, those axes may not be the sticks. Nothing on this page calibrates or changes the controller.
Questions
What is a good circularity percentage?
There is no single number. It depends on the gate shape and firmware of the controller. Use it to compare sticks and to find directions that fall short, not as a quality score.
Why does my stick draw a square or octagon?
Many controllers output more than 1.0 in total at the diagonals or have an octagonal gate. That is a design choice, not necessarily a defect.
Does a circularity test detect stick drift?
No. Circularity measures the outer edge. Drift is movement while the stick is untouched; check it with the stick drift test.
Related tests
- Gamepad testerSee every button, trigger and stick value from your controller live.
- Stick drift testMeasure how far each analog stick sits from centre while you are not touching it.
- Deadzone testMeasure where your sticks rest and see the smallest software deadzone that hides it.
- Vibration testMake your controller rumble on demand to check both vibration motors.
- PS5 controller testTest a DualSense: Cross, Circle, triggers, sticks, touchpad press and vibration.
- Xbox controller testTest an Xbox controller: A/B/X/Y, LB/RB, LT/RT, sticks and rumble.
- Switch controller testTest Joy-Con and Switch Pro Controller buttons and sticks on a computer, and check for drift.
- PS4 controller testTest a DualShock 4: Cross, Circle, L2/R2, sticks, touchpad press, Share, Options and vibration.