Hold your thumb perfectly still on an analog stick and the number your controller reports should sit perfectly still too. Often it does not. It hisses around by a few thousandths, or it jumps once every few seconds, or it steps between fixed values instead of moving smoothly. That wandering is jitter, and it is the reason a slow tracking shot creeps when you are not asking it to and a hovering drone will not stay put. This test holds a magnifying glass over a stationary stick and measures exactly how much the reading moves when you are not moving it.
Every reading lands as a dot. A tight round cluster is a quiet stick. A wide smear, a stretched oval, or a grid of separated dots each mean something different, and the guide below explains which is which.
Each axis gets measured on its own, because noise is very often much worse on one than the other.
Once you have a measurement, this table shows whether your noise would break through the deadzone settings games commonly use.
The CSV holds every individual reading with its timestamp, which is what you want if you plan to plot it yourself. The JSON holds the finished numbers.
Before you measure the noise, it helps to know where your center actually sits. The stick drift test gives you the offset, and the full controller tester is the quickest way to confirm the rest of the pad is behaving.
An analog stick reports its position by measuring a voltage. That voltage passes through a sensor, gets converted from an analog signal into a number, travels down a cable or over a radio link, and eventually arrives in your browser. Noise can enter at every one of those stages, and none of it requires the stick to physically move.
The result is a reading that wanders while your thumb sits still. Sometimes it wanders by a few thousandths, which nothing will ever notice. Sometimes it wanders by two or three percent, which is enough for a game to treat it as a genuine input and start moving your character.
What makes jitter awkward to diagnose is that it is invisible in normal use. Fast movements swamp it completely. It only shows up when you are trying to do something slow and precise, which is exactly when you are least able to tell whether the problem is the controller or you.
Here is the thing almost every controller testing page gets wrong. Testing a stick at rest is not the same as testing a stick for noise.
On a traditional potentiometer stick, a metal wiper drags along a carbon track. The electrical contact between them is not perfect, and it is at its worst somewhere in the middle of the travel where the wiper is neither settled at one end nor pressed hard into a stop. That is where the dust collects, where the track wears fastest, and where a failing stick starts to hiss first.
Meanwhile, at rest, all sorts of things conspire to make the reading look clean. Many controllers and drivers apply a small internal deadzone and snap anything near center to exactly zero. Some firmware filters the signal aggressively near the middle. The stick can be genuinely noisy and still report a flawless string of zeroes, because the noise is being swallowed before it ever leaves the controller.
Which is why this test has three hold positions instead of one. If your rest reading is perfect and your mid hold reading is a mess, you have learned something real that a rest only test would have hidden from you completely.
The typical distance between each reading and the middle of the cloud, calculated across the whole run. This is the headline number. It describes the general hiss rather than the worst single moment.
The furthest any single reading strayed from the middle of the cloud. If this is close to the noise level, you have steady hiss. If it is many times larger, you have occasional jumps, and jumps have completely different causes from hiss.
How far the middle of your cloud sits from true zero. This is drift rather than jitter, and it appears here because the two are constantly confused. A stick can be perfectly quiet and badly offset, or perfectly centered and horribly noisy. If the offset is the larger problem, the stick drift test is the page that goes into it properly.
The smallest gap the tool could find between two different values your controller reported. This is not noise. It is resolution, and it tells you something interesting about the hardware. A step around 0.008 means the controller is sending you eight bit values, roughly 256 positions across the full travel. Around 0.002 means ten bit. Below 0.0005 means sixteen bit or that something is interpolating on the way through. Coarse resolution feels like stepping rather than hissing, and it shows up on the plot as a grid of separated dots rather than a smear.
Readings that jumped far outside the normal spread. A handful over a long run is nothing. A steady rhythm of them usually points at the connection rather than the stick, and the connection stability test is where to look next.
On a resting test, the smallest deadzone that would swallow every reading you produced, with a small margin added. This is a genuinely useful number to carry into a game settings menu. If you want to understand the trade you are making when you set it, the joystick deadzone test covers that ground.
| What you see | What it means | What to do |
|---|---|---|
| A tight round blob | Normal, well behaved noise spread evenly across both axes. This is what a healthy stick looks like under magnification. | Nothing. Note the number so you can compare against it later. |
| A single dot with no spread at all | Either an excellent stick or, more often at rest, a controller that snaps small values to zero before sending them. | Run the mid hold test. If that one is also silent, the stick is genuinely clean. |
| A stretched oval | One axis is much noisier than the other. Usually one potentiometer wearing faster than its neighbour, which is normal since they see different amounts of use. | Check the axis breakdown table for which one. If the same axis is also short on the circularity test, that confirms a single worn part. |
| A grid of evenly spaced dots | Quantization, not noise. The controller is reporting in discrete steps and you are seeing the steps themselves. | Nothing is wrong. Check the smallest step reading to see what resolution you are working with. |
| A blob with a few far outliers | Intermittent contact or dropped packets. The stick is mostly fine and then briefly is not. | Test wired. If the outliers vanish, it was the link, and the polling rate test will show you how consistently the pad reports. |
| A cloud that slowly slides across the plot | Either your hand moved or the stick is drifting in real time as it warms up. | The tool flags hand movement automatically. If it did not flag it, you are watching thermal drift, which is worth a second run from cold. |
| A cloud sitting well off center at rest | Drift, not jitter. The noise may be fine while the center has moved. | Go to the stick drift test and the drift repair guide. |
Two things get called jitter and they have almost nothing in common.
Hiss is continuous. Every reading is slightly different from the last, in small amounts, forever. It comes from the sensor itself, from the analog to digital conversion, or from electrical noise picked up along the way. A worn carbon track hisses. A cheap unshielded cable hisses. A controller sharing a USB port with something power hungry hisses.
Jumps are occasional. The reading sits quietly and then leaps somewhere else for one or two samples before returning. That is not the sensor. That is a contact briefly failing, a packet arriving late, or a wireless link losing a moment. A stick that hisses needs cleaning or replacing. A stick that jumps usually needs a different cable, a different port, or a look at the connection.
The widest excursion number is how you tell them apart without staring at the plot. If it sits within about three times the noise level, you have hiss. If it is five or ten times larger, you have jumps.
The most common cause on any controller with some age. Skin oil, dust and general grit work their way into the housing and settle on the resistive track. The wiper drags through it and the contact becomes unreliable. This is also the most fixable cause, and it is why compressed air is the first thing to try on any noisy stick.
The contact itself flattens and loses tension over years of use. Less pressure means a worse connection means more noise. There is no cleaning fix for this one.
An underpowered USB port, a cheap unpowered hub, or a long low quality cable all raise the noise floor. This is genuinely common and genuinely overlooked. If a controller is noisy on a hub and clean in a rear motherboard port, the stick was never the problem.
Crowded 2.4GHz environments, USB 3 devices sitting next to a wireless receiver, and microwaves all add noise or drop packets. This shows up as jumps rather than hiss. The connection stability test is the direct way to check it.
Some controllers get measurably noisier as the pack drains, because the reference voltage the sensor is measured against becomes less stable. If your readings differ between the start and end of a session, run the battery health test before you blame the stick.
This one matters here, unlike with snapback. Hall effect and TMR sticks have no physical contact between the moving part and the sensor, so they do not develop contact noise as they age. They can still pick up electrical noise from a bad power supply, and their resolution is still limited by the conversion step, but the specific problem of a wiper dragging through dust simply does not apply to them. A hall effect stick that is hissing badly is telling you to look at the wiring rather than the stick.
Compare against your own baseline where you can. These ranges are a starting point rather than a standard, because normalisation differs between controllers and browsers.
| Hold position | Quiet | Ordinary | Worth investigating |
|---|---|---|---|
| At rest | under 0.004 | 0.004 to 0.010 | over 0.020 |
| Mid hold | under 0.008 | 0.008 to 0.018 | over 0.035 |
| Full hold | under 0.005 | 0.005 to 0.012 | over 0.025 |
Two pieces of context. First, a rest reading of exactly zero across the whole run is a suspicious result rather than a perfect one, because it usually means filtering rather than silence. Second, whether any of this matters depends entirely on the deadzone your games run. A player using a fifteen percent deadzone will never notice noise at two percent. A player who has pushed their deadzone down to two percent chasing precision has deliberately removed the thing that was hiding it.
These get bundled together constantly and each one has a different fix.
Jitter is the reading moving while the stick does not. It is a signal quality problem, and this page measures it.
Drift is the reading sitting away from zero while the stick rests. It is a position problem, covered by the stick drift test.
Deadzone is the threshold you set to ignore both of the above. It is a setting, and the joystick deadzone test finds the smallest one that works.
Snapback is the stick overshooting past center after you let go. It is a spring and damping problem, measured on the snapback test.
Circularity is the shape the stick traces at full travel. It is a range problem, drawn by the circularity test.
Running the set takes about fifteen minutes and the overlaps are where the useful information lives. Noise on one axis plus a short gate on the same axis points at one worn part. Noise everywhere with clean drift, clean snapback and a clean gate points at the wiring rather than the stick. Starting from the main gamepad tester and working down the list gives you the whole picture instead of one slice of it.
This page reads the controller in step with your display refresh, so a 60Hz screen gives you about 60 readings a second and a 144Hz screen gives you well over twice that. For measuring the size of noise, that is plenty. For measuring the frequency of it, it is not, because anything oscillating faster than half your sample rate cannot be seen correctly. If you want to know how fast the noise is rather than how big, that needs different tooling. The sample rate readout tells you what you are actually getting.
The tool compares the beginning of your run against the end and warns you if the cloud moved. Set the controller on a desk for the resting test. Human hands have a natural tremor of a few hertz and it is easily large enough to contaminate a measurement at this scale.
Rest, mid and full tell you three different things. Mid hold is where problems appear first, so if you only have time for one, make it that one.
They wear at different rates because they do different jobs, and on most controllers the right stick sees far more small precise movements.
Noise creeps up slowly. A number today next to a number from six months ago is evidence. A number on its own is just a number.
Jitter covers signal quality while the stick sits still. These pages cover everything else, and readings that agree across two of them are worth far more than either alone.
How to fix controller drift covers cleaning, contact cleaner and module replacement. The same work that clears a dirty track also clears the noise coming off it.
Away from the controller: keyboard test, mouse test, mic test, frame rate test and refresh rate test.
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