Skip to content
DeviceBench

Free stick drift check

Stick drift test that gives you a number, not an opinion

Sixty seconds with both thumbs off the sticks is the entire procedure: the page logs where each stick rests, thousands of times, then reports the furthest either strayed from center and the smallest dead zone that would hide it. Resting position is drawn eight times life size, because drift at true scale is two pixels wide and looks like nothing at all. The reading is what the browser is handed after the pad’s firmware and the operating system have each had a turn at centering it, so a controller that quietly recenters itself can score clean here and still wander in a game.

  • 100% free
  • No signup
  • 60-second log
  • Dead zone advice
  • Copy for a claim
Preparing the sampler.

How to measure stick drift

Put the pad down, record a minute of nothing, then read two numbers.

  1. Wake the pad with one press, then put it down flat

    The browser will not show a controller until it has been used once, so tap a face button — and then genuinely let go. Set the pad on a table rather than holding it: a thumb resting lightly on a stick moves it far enough to swamp the measurement, and so does a controller balanced on a knee. If the pad has a wireless dongle, leave it plugged in; swapping connection mid-run restarts the slot and loses the log.

  2. Start the log and leave it alone for the full minute

    The bar across the top fills as the minute passes and each stick's resting position is sampled every frame, so a 60 Hz display contributes about 3,600 readings per stick. Watch rather than touch. If a stick is pushed past 0.30 at any point the run is flagged as disturbed, because a peak that includes your thumb is not a resting figure and reporting it as one would be worse than reporting nothing.

  3. Read the peak, then decide with the dead-zone figure

    Peak deviation is the headline: the furthest either stick got from center while nobody was touching it. Beside it sits the smallest dead zone that would hide that much movement, matched to the presets games actually ship with. Under 0.02 there is nothing to act on. Between 0.02 and 0.08 the pad is worn but every mainstream shooter is already ignoring it. Above 0.08 you have the version of drift that walks your character into a wall.

Technical specifications

Test length60 seconds, sampled every animation frame — roughly 3,600 readings per stick on a 60 Hz display
Headline figurePeak distance from center as a fraction of full stick travel, to four decimals, for whichever stick is worse
Verdict thresholdsUnder 0.02 is conversion noise, under 0.08 is wear a typical game already discards, above 0.08 is drift you feel
Dead zone suggestedPeak rounded up to the next 0.01, then matched to the nearest of the six presets games ship with, 0.05 through 0.25
Plot scale±0.125 of full travel edge to edge — eight times life size, since drift at true scale is about two pixels wide
Disturbance guardA push past 0.30 during the run is flagged; a peak that includes your thumb is not a resting measurement
Limit of the readingThe axis arrives after the pad's firmware and the OS driver have centered it, so a controller that filters itself scores clean here
Where the log livesAn array in this tab, discarded on reload — Copy result is the only route out for any of it

Frequently asked questions

How much drift is too much?

0.08 is the line that matters, because it is roughly where mainstream games set their dead zone. Below that a stick can be measurably worn and still play perfectly, since the game is discarding the offset before it reaches your character. Above it the offset survives into the game and you get the familiar symptoms: the camera creeping, a menu scrolling by itself, a character walking with the pad on the table. Under 0.02 there is nothing there at all — that is the last bit or two of the analog-to-digital conversion flickering, and every controller ever made does it.

Why does this need a full minute rather than a few seconds?

Because the worst kind of drift is intermittent. A stick with a worn track can sit still for twenty seconds and then jump, and a five-second check will miss it half the time — which is exactly why people end up arguing with support about a fault they cannot reproduce on demand. A minute also lets a controller warm up: plastic and spring tension change slightly with temperature, and some pads only misbehave once they are no longer cold. The sample count is shown alongside the result so you can see how much the verdict actually rests on.

Can stick drift be repaired, or is the controller finished?

Often repaired, and the cheap attempt is worth trying first. Most drifting sticks are potentiometers whose resistive track has worn or collected debris under the wiper, and a little contact cleaner worked in through the gap around the stick housing fixes a fair share of them for a few months. When that stops helping, the module itself is a solderable part costing a few dollars, and drop-in Hall-effect replacements exist that use a magnet and a sensor with nothing physically touching — those cannot wear the same way, which is why several controller makers have moved to them.

Will a manufacturer or a seller accept this as evidence?

It helps considerably, because it converts a complaint into a number. Copy result puts the controller's own id string, the peak and average offsets for both sticks, the resting coordinates, the sample count and the date into plain text, which is the shape a support ticket or a marketplace dispute can quote. Pair it with a short video showing your hands visibly away from the pad while something moves on screen. What no support desk accepts is a description, and that is what most people send.

My stick reads clean here but drifts when I play. What is going on?

Almost always the game's own settings rather than the hardware. Titles vary enormously in how much they discard near center, and a sim or a racing game running no dead zone at all will surface an offset that a shooter with 0.10 hides completely. The other common cause is that a page reads the axis after the pad's firmware and the operating system have both had a turn at it, and some of them recenter quietly, so a controller can be filtered clean on the way to a browser and unfiltered on the way to a console. If the drift only shows in one game, look at that game's dead-zone slider before you look at the pad.

If I just raise the dead zone, is the problem solved?

It is hidden, and hiding it costs precision you may care about. A dead zone throws away every input inside a circle around center, so widening it from 0.08 to 0.20 also throws away every gentle movement — the slow lean you use to track a distant target, the small correction that keeps a car straight. Worse, a per-axis dead zone leaves a plus-shaped live region where a stick held on the diagonal still registers while the same stick pushed straight does not. A radial one, applied to the distance from center rather than to each axis on its own, is the shape that matches how a thumbstick actually moves.

Why does the reading wander while I am not touching anything?

Because two different things add up in that number, and the page reports them separately for exactly this reason. A constant lean — the stick no longer returns to the same place — shows in the average offset and parks the hollow dot away from the crosshair. Random flicker around a true center is conversion noise, which leaves the average near zero while the peak still climbs. A worn stick usually shows both. If the peak is high and the average is near zero, you are looking at noise; if both are high, the stick has moved home.

About stick drift, and why it arrives a few months in

An analog stick on almost every controller ever sold is two rotary potentiometers at right angles: a wiper dragging across a resistive track, one per axis, with a spring pulling the whole assembly back to center. The wiper is physically scraping the track every time you move, and the part it scrapes hardest is the middle, because that is where the stick spends most of its life. Wear the track there and the resistance at rest is no longer the resistance the controller was calibrated for, so the converter reports a small offset instead of zero. That is drift, and it is why it appears after a few months rather than out of the box, and why it always starts near center rather than at the edges. Dust and skin oil in the housing accelerate it; so does gripping the sticks hard.

Two figures on this page describe two different failures and it is worth keeping them apart. Average offset is the stick’s new home — if the resting point has moved to 0.04 and stays there, the spring is no longer bringing it back to the same place, and that is the version that makes a character walk. Peak deviation is the furthest it got during the whole minute, which catches the intermittent kind: a stick that sits perfectly still for forty seconds and then twitches to 0.15 will show a near-zero average and a high peak. A worn stick usually produces both, and the ring drawn on the target at 0.08 is there so you can see at a glance whether either of them crosses the line most games draw. If you would rather watch the raw axis numbers move rather than have them scored, the gamepad tester prints them live to three decimals, and the same wear on a flight stick’s center is measured the same way in the joystick test.

The industry’s answer to all of this is to stop touching anything. A Hall-effect stick replaces the wiper and track with a magnet and a magnetic sensor that never make contact, so there is no surface to wear; TMR sensors are the same idea with lower power draw. Third-party drop-in modules for the common controllers cost a few dollars and need soldering, and several manufacturers now ship them from the factory. Until then, contact cleaner buys months, and a wider dead zone buys the rest — at the price of every gentle input inside it. Whatever you decide, get the number first: a support desk will argue with “my controller drifts” and will not argue with a peak of 0.14 recorded over a minute with the pad on a table. If you are recording a clip to go with it, the bitrate calculator says what fifteen seconds of it will cost to upload. And when it is a keyboard producing input nobody asked for rather than a stick, the equivalent fault is ghosting, which the key rollover test reproduces on demand.

Where the sixty seconds of samples go

Every number on this page is worked out by JavaScript running in the tab you are reading it in. Nothing you type, paste or open is uploaded, logged or kept, which is also why the tools carry on working after you disconnect from the network.

The run is thousands of coordinate pairs held in an ordinary array while the tab is open, scored in place and then dropped when you reload or leave. Nothing is written to storage, so a result you want to keep has to be copied out before you close the page.