Stick drift tells you what your analog stick does when you leave it alone. Circularity tells you what it does when you push it all the way out and rotate it around the edge. Those are two completely different failures, and this test covers the second one. Roll the stick around its outer rim and the tool records how far it actually reached in every direction, then draws the real shape your controller is sending to the game. A healthy stick traces something close to a round ring. A worn or badly calibrated one traces a square, a lopsided oval, or a ring with a bite taken out of it, and that missing travel is exactly why your aim slows down at certain angles or your car refuses to hold a line through a long corner.
The thin outer ring is full travel at 1.00. The dashed ring is your outer travel threshold. The solid black outline is the shape your stick actually reached, rebuilt from the furthest point recorded in every direction.
Eight directions get measured separately, so a stick that is fine everywhere except one corner still gets caught.
If you have not checked the rest of the pad yet, start with the full controller tester so you know whether the gate is the only thing worth chasing, then come back here for the detailed outer travel reading.
Every analog stick has a physical boundary, the point where the plastic stops moving because it has hit the edge of its housing. Push against that boundary and rotate, and the stick sends a stream of coordinate pairs to your computer. Plot those pairs and you get a shape. That shape is your gate, and it is what this test draws.
The reason the shape matters is that games do not read your stick as a picture. They read it as a distance from centre and a direction, and then they scale movement by that distance. If your stick reaches 1.00 when you push right but only 0.82 when you push down and to the left, then your character genuinely moves slower to the lower left than to the right, at exactly the same physical stick position. You will feel it as sluggishness in one corner of the screen without ever being able to say why.
The tool records the furthest distance reached in each of 72 narrow angle segments, then compares those distances to each other. Four numbers come out of that comparison.
The share of angle segments that received at least one sample past your outer travel threshold. This is a measurement quality number, not a hardware number. Low coverage almost always means the lap was too fast, the stick was not pressed hard enough against the edge, or the pass ended early. Fix the coverage before you read anything else, because a partial lap makes a perfectly good stick look broken.
The average distance between each segment reading and the overall average, expressed as a percentage. Zero would be a mathematically perfect circle. Real hardware never gets there. Under 7 percent is a clean, even gate. Between 7 and 13 percent you have a shape that is measurably uneven but usually still playable. Past 13 percent the unevenness is large enough that most players notice it as inconsistent aim or steering.
The average distance the stick reached across all measured directions. This is a range number rather than a shape number. A stick can be beautifully round and still weak, and that combination shows up as low circularity error paired with a mean below about 0.90. Weak range usually points at a worn housing, a stick module that has lost travel, or software that is scaling your input down before the browser sees it.
The gap between your furthest and shortest reach, relative to the average. Circularity error describes the general roughness of the whole ring. Spread describes the single worst offence. A stick with low error and high spread has one specific bad direction sitting in an otherwise decent gate, and that is a very different repair conversation from a stick that is uniformly rough everywhere.
The numbers narrow things down. The shape on the canvas tells you what is actually wrong. These are the patterns that show up over and over.
| What you see | What it usually means | What to try |
|---|---|---|
| A rounded square with the corners pushed out | A square gate. The housing lets the stick travel further diagonally than it does straight up, down, left or right. Very common on older pads and on plenty of cheap third party ones. | Nothing is broken. Turn on circular deadzone or radial scaling in the game if it offers one, or let Steam Input handle the squaring for you. |
| A ring with the diagonals sliced flat | Clipping. Both axes hit their limit at the same time, so the corners get cut off at a straight line instead of curving. | Usually a driver or remapper squaring the output. Close DS4Windows, reWASD or similar and run the pass again before blaming the hardware. The controller mapping tool shows you exactly which axes the browser is receiving. |
| A round ring with one dent in it | A worn spot. The sensor or the wiper has degraded at one angle, often the direction you hold most during play. | Clean around the stick base first, following the steps in the controller drift repair guide. If the dent survives cleaning, it is mechanical and only a module swap fixes it. |
| An oval, wider than it is tall or the reverse | One axis has lost more range than the other. Very typical of potentiometer wear, because the two potentiometers rarely wear evenly. | Recalibrate through the console or the vendor app, then confirm the result with the controller checker. If the oval survives calibration, the stick module is on its way out. |
| A small ring that never approaches the outer circle | Your travel is being scaled down. Either the housing has worn and the stick no longer reaches the stop, or something in software is capping the value. | Check for an active sensitivity or range setting in vendor software, then test on a second device to separate the pad from the PC. |
| A jagged, spiky outline | Electrical noise on top of your movement, not a shape problem at all. | Try a wired connection, a different USB port, and a different browser. Noise that only appears on Bluetooth is interference rather than wear, and the connection stability test will confirm it. |
| A ring that is offset from centre | The neutral point has moved. This is drift showing up inside a circularity test. | Capture the resting centre with the button in the setup panel, then rerun. If the offset is large, run the stick drift test instead. |
These get mixed up constantly, including by people selling replacement parts, so it is worth being precise.
Drift happens at the centre while nobody is touching the stick. The resting value sits away from zero and your character wanders. It is a rest position problem, and the stick drift test is the page that measures it.
Deadzone is the software fix for drift. It is a threshold below which input gets thrown away. It costs you precision near centre in exchange for ignoring the noise. It is a settings problem rather than a hardware one, and the joystick deadzone test finds the smallest value that still does the job.
Circularity happens at the outer edge while you are pushing as hard as the housing allows. It is a full travel problem, and no deadzone setting anywhere will touch it.
You can absolutely have all three at once, and they can each be at a different severity. A stick can rest perfectly at zero and still have a badly dented gate. A stick with terrible drift can have an almost flawless outer ring. Testing only for drift, which is what most controller tools do, means you miss half the picture. Running all three in one sitting, starting from the main gamepad tester, gives you the whole pad rather than a slice of it.
The carbon film design used in most stock controllers, including the standard Xbox and PlayStation pads. Physical contact means physical wear. A new one typically lands in the 3 to 6 percent range for circularity error. After a couple of years of heavy play, 8 to 12 percent is common and often still perfectly playable. Past 15 percent you are usually looking at a specific worn direction rather than general ageing.
Magnetic sensing with no contact between the moving parts, so there is nothing to wear down electrically. These usually start cleaner and, more importantly, stay clean. The catch is that hall effect solves sensor wear, not mechanical wear. The plastic housing still degrades, so a hall effect stick can still develop a shape problem even though its readings stay noise free.
A newer magnetic approach appearing in premium and enthusiast controllers. Similar durability story to hall effect, generally with lower power draw and finer resolution. The same caveat applies about the housing.
Coverage above 90 percent, circularity error under 7 percent, mean outer travel above 0.92, and no single direction sitting more than about 8 percent below the average. Hit all four and your gate is not what is holding you back. If the pad still feels wrong after a clean result here, the next two places to look are the latency test and the polling rate test.
Circularity error is abstract until you connect it to something you have actually felt.
Shooters. Aim speed scales with how far the stick is pushed. A gate that is short toward the lower right means every flick in that direction arrives slower than the identical flick to the upper left. Because the difference is directional rather than constant, muscle memory never adapts to it. It just feels like you miss more often on one side.
Racing. Steering uses a narrow band of the stick and holds it for a long time. A dent in one direction turns into a car that will not hold a constant radius through a long corner, and drivers usually blame the game before the pad. Analog throttle and brake run on the same kind of scaling, so pair this with the trigger pressure test if braking feels inconsistent too.
Fighting games. Motion inputs pass through the diagonals. A gate that undershoots the corners means quarter circles and dragon punch motions register inconsistently, especially on faster inputs where the stick spends only a few frames in each direction. Drill the motion with the gamepad viewer open and you can watch each input land or fail to land.
Platformers and action games. Many games apply a walk threshold at roughly 0.7 travel. A stick that only reaches 0.85 in one direction sits uncomfortably close to that boundary, so your character occasionally walks when you asked it to run, and only when moving one particular way.
Replace or repair when circularity error passes roughly 15 percent and the shape has a clear defect rather than general roughness. Replace when one direction sits more than 15 percent below the others, because that is a localised failure and it spreads. Replace when the result gets measurably worse across passes taken weeks apart, which is why saving your report matters. Replace when the pad is still under warranty and any of the above applies, because you are giving away a free repair by living with it.
Hold off when coverage came in low, since the reading is not trustworthy yet. Hold off when the shape is a clean square, because that is a design characteristic and software handles it. Hold off when the pad is fine on a wired connection and only misbehaves wirelessly, because that is a link problem rather than a stick problem. Hold off when a remapping tool was running during the pass, until you have retested with it closed.
On most controllers the stick module itself is a cheap part. The cost is the labour, because it is soldered to the board. If you are not comfortable with a soldering iron, a repair shop is the sensible route, and on a mid range pad the repair bill often lands close enough to a replacement that it becomes a coin flip.
This is the single biggest source of bad results. The browser samples roughly 60 times a second. A one second lap gives you about 60 samples spread across 360 degrees, which leaves visible gaps. A six second lap gives you 360, and the shape resolves properly.
Circularity is a measurement of the boundary. If your thumb drifts inward halfway round, you are measuring your thumb rather than the gate. Keep constant outward pressure the whole way.
Combining sticks blends two sets of wear into one meaningless average.
DS4Windows, reWASD, Steam Input and vendor apps all sit between the controller and the browser, and any of them can reshape the output. Test with them off, then test again with them on if you want to see what they are doing. The controller mapping tool is the fastest way to spot something rewriting your axes.
A wireless pad on a weak connection produces gaps and spikes that look exactly like hardware faults. A dropout mid lap costs you coverage, and a low report rate costs you samples. Run the connection stability test and the polling rate test first, and a wired pass after that, before you decide a stick is worn.
Two passes that agree with each other are a measurement. One pass is a guess. If the numbers diverge noticeably, your technique changed between laps and neither result is reliable yet.
The number today matters far less than the difference between today and six months from now. That comparison is what turns a snapshot into evidence, and it is what a warranty claim actually needs.
Everything here runs through the browser Gamepad API, which shapes what is possible in a few specific ways.
Circularity covers the outer edge of one stick. These pages cover everything else, and running them in sequence tells you far more than any single reading can.
How to fix controller drift covers cleaning, recalibration and module replacement. It is the natural next step if your trace showed a dent rather than a square.
Away from the controller: keyboard test, mouse test, mic test, frame rate test and refresh rate test.
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